On 14/06/17 21:21, Marek Olšák wrote:
On Wed, Jun 14, 2017 at 10:13 PM, Jose Fonseca <jfons...@vmware.com> wrote:
On 14/06/17 21:07, Marek Olšák wrote:

On Wed, Jun 14, 2017 at 9:45 PM, Jose Fonseca <jfons...@vmware.com> wrote:

On 14/06/17 17:12, Marek Olšák wrote:


On Tue, Jun 13, 2017 at 3:43 PM, Marek Olšák <mar...@gmail.com> wrote:


On Tue, Jun 13, 2017 at 1:40 PM, Jose Fonseca <jfons...@vmware.com>
wrote:


On 12/06/17 22:56, Marek Olšák wrote:



On Mon, Jun 12, 2017 at 10:43 PM, Jose Fonseca <jfons...@vmware.com>
wrote:



On 12/06/17 21:25, Marek Olšák wrote:




On Mon, Jun 12, 2017 at 9:51 PM, Jose Fonseca <jfons...@vmware.com>
wrote:




How does this help exactly?

Are applications actually rendering to the same FBO w/ and w/o
SRGB
decoding?

Or is the problem here GL_SRGB_WRITE state getting spuriously
dirtied
by
the
application?

And even if they do, why is toggling surface views in framebuffer
state
so
expensive?

I don't object per se, but it looks like an unusual thing to
optimize
for.


set_framebuffer_state is basically a memory barrier. We have
different
caches between FB and textures and we have to flush them when a
texture is unbound from the framebuffer and set as a sampler view.
To
keep thing simple, set_framebuffer_state is the barrier. When we
change the blend state, the barrier is avoided. Note that the
barrier
makes set_framebuffer_state a function that is always GPU-bound.





I see.

And you're sure that the incoming set_framebuffer_state are not
spurious?

I know cso_context always eliminates redundant
pipe_context::set_framebuffer_state calls, but it is perhaps
possible
that
Mesa state tracker is reseting the framebuffer state with different
surface
views, but that in practice are exactly the same as the previous
one?

Like I said, it seems odd apps are doing this: it doesn't make much
sense
to
me to change colorspace of the fragments between draws. (Unless some
of
the
assets are already in SRGB and the app is trying to be too smart for
its
own
good to avoid the sRGB->RGB->sRGB.)  It seems much more likely that
these
framebuffer state changes are self-inflicted some where in our
stack,
than
something truly demanded by the app.

And if that's the case and we can fix it, then it would be a better
solution
all around.




Yeah the funny part and the reason is that we have a microbenchmark
in
piglit (drawoverhead) changing this state between draw calls. :)

Marek


I couldn't find that piglit microbenchmark.  mesademos has
src/perf/drawoverhead.c but it doesn't set GL_SRGB_WRITE.  So if fbo
is
changing internally, then it's a perf bug in Mesa state tracker.

Unless it's mimicking something that real apps do, then it's probably
better
to fix the microbenchmark to use a more realistic tests.



If you build piglit, it's in bin/drawoverhead.

You're right that this subtest (switching GL_FRAMEBUFFER_SRGB) is
rather artificial and fairly unlikely to occur with real apps.



FYI, I'm dropping this series and I don't have it in my repo anymore.
piglit/drawoverhead will be updated not to test this state change.

Marek



Great.

BTW, I'm not sure what's a good state to change in such microbenchmark.

There is of course, a myriad of states to pick, but they are not all the
same: performance can vary wildly depending on the choice.   I'm not sure
what's a good representative state change in such circumstances Perhaps
toggling between two texture objects? Or some sampler state?


If you've ever run the microbenchmark, you know there are plenty of
state changes tested. I think there are like 15 state changes tested
in about 60 subtests at the moment. I'm adding more tests into it.
Currently I have 100 subtests in there locally. At the moment the
missing subtests are mostly just shader resources: immutable textures
(mutable textures i.e. not TexStorage-based are already tested), TBOs,
images, image buffers, SSBOs (maybe), atomic counters (maybe). The
methodology is 1 state change followed by 1 draw call in a loop,
measuring the number of draw calls per second for that case, and
comparing with the baseline draw rate (which is without the state
change).

Marek


I just ran it.  Pretty neat!  I didn't know we were adding benchmarks to
piglit.

That's because piglit has a very convenient window system integration
framework that I refuse to re-invent elsewhere.

Ah, makes sense.


Which reminds me: do people think we should transition mesademos off glut to glfw or waffle? Or do you think we should just strive to migrate the stuff there to piglit?


Jose
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