cache results of shader compilation
Categories
(Core :: Graphics: CanvasWebGL, enhancement, P3)
Tracking
()
People
(Reporter: vlad, Unassigned)
References
(Depends on 1 open bug, Blocks 3 open bugs)
Details
(Whiteboard: [games:p1] webgl-perf [platform-rel-Games])
Attachments
(3 files)
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patch
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Hello! I would like to present a new use case that has popped up: the use of machine learning framework Tensorflow.js. As best as I can tell, this compiles many shaders (a shader per graph op?) when the model initially loads and does the first inference. This causes quite heavy page loads.
While this can be used directly on a web page (which perhaps represents the bulk of usage?), I use it in a Firefox plugin for inference on images.
Basically this causes a 10 second stall when the plugin is initially loaded. As a point of reference on size, that's for a model based on MobilenetV2 - not something considered to be huge. I'm tracking my corresponding issue here
Beyond the undue level of hype that machine learning has received in recent years, I do anticipate a significant growth in its usage - even on the web. Based on that, I would imagine that - whether Tensorflow.js retains its popularity or not - caching shaders will remain important for this use case in the future as the CPU is simply not cut out for the linear algebra needed. (I also see active work on a WebGPU backend, but that's a future story...) For the curious, Tensorflow.js has several demos online.
Thank you team for developing Firefox and I hope you find this new use case report helpful!
Updated•2 years ago
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Description
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