← Tuesday, October 6, 2026Performance & OSDeep dive
Loop unrolling makes a Blender compute shader up to 10 times faster
Unrolling a loop sped up a Kuwahara filter shader by 10× on one GPU and 2× on another. The result is a useful reminder to benchmark compiler assumptions against real hardware when optimizing GPU workloads.
- What
- Loop unrolling made a Blender compute shader for the anisotropic Kuwahara filter up to 10 times faster on one GPU and twice as fast on another.
- How
- Profiling found the shader used 192 registers, spilled 64 bytes, and had 28% occupancy on the examined Apple GPU.
- Why it matters
- The result shows why engineers should profile GPU workloads rather than assume the compiler's loop choice is always best.
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