D3D12 Pipeline State Object caching - 22 Racing Series - GameDev.net

D3D12 Pipeline State Object caching

posted in 22 Racing Series for project 22 Racing Series
Published December 08, 2023
Advertisement

tl;dr don't do it

Just a quick note to save someone else the time of implementing a PSO cache…

I tested three strategies:

  1. Just call CreateGraphicsPipelineState (1st bar in graph)
  2. On first run, call CreateGraphicsPipelineState + GetCachedBlob (4th bar in graph)
    • on future runs call CreateGraphicsPipelineState with a D3D12_CACHED_PIPELINE_STATE (5th bar in graph)
  3. On first run, call CreateGraphicsPipelineState + StorePipeline (2nd bar in graph)
    • on future runs call LoadGraphicsPipeline (3rd bar in graph)

note the log scale on the Y axis… the bars are from about 20 seconds (1st/2nd/5th) to 1 minute (3rd) to 13 minutes (4th)…

Creating shaders from your own cache (using D3D12_CACHED_PIPELINE_STATE) is the fastest, but only a few percent faster than no caching.
Populating your own cache in the first place (using GetCachedBlob) and writing those to disk is super slow.

Populating a ID3D12PipelineLibrary is pretty fast. Only a few percent slower than no caching.
Loading shaders from a ID3D12PipelineLibrary is significantly (~3x) slower than no caching.

tl;dr don't bother with a PSO cache!?!?

Previous Entry Live on Kickstarter!
0 likes 1 comments

Comments

JoeJ

It may also depend on GPU vendor. For me using the cache was worth it in any case, but compile times on NV were >10 times slower than for AMD, so for NV the cache was really needed.
Though, that was almost 10 years ago and i'm using Vulkan.

December 08, 2023 07:27 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement