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It would be highly beneficial to implement a mechanism for caching shader compilation on disk. This could involve making ShaderModule or ComputePipeline serializable/deserializable, thereby preventing the need to recompile each shader when launching an application.
While I don't have a specific solution to propose, I would be content as long as we could avoid recompiling all kernels on a device with a cache. It's worth noting that the cache could be tailored to the specifics of each Graphics API.
In our usage of wgpu as a backend in Burn (https://burn.dev), it would be particularly advantageous to avoid recompiling all compute shaders when launching a model for inference or training, as this would significantly reduce cold start times. Furthermore, I envision that game engines built on top of wgpu could also derive substantial benefits from incorporating such a feature.
The text was updated successfully, but these errors were encountered:
It would be highly beneficial to implement a mechanism for caching shader compilation on disk. This could involve making ShaderModule or ComputePipeline serializable/deserializable, thereby preventing the need to recompile each shader when launching an application.
While I don't have a specific solution to propose, I would be content as long as we could avoid recompiling all kernels on a device with a cache. It's worth noting that the cache could be tailored to the specifics of each Graphics API.
In our usage of wgpu as a backend in Burn (https://burn.dev), it would be particularly advantageous to avoid recompiling all compute shaders when launching a model for inference or training, as this would significantly reduce cold start times. Furthermore, I envision that game engines built on top of wgpu could also derive substantial benefits from incorporating such a feature.
The text was updated successfully, but these errors were encountered: