Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Dave Airlie
On 13 February 2017 at 19:07, Michel Dänzer wrote: > On 11/02/17 06:36 AM, gregory hainaut wrote: >> >> On GLX side, I can explain some crashes (didn't debug all neither fail) >> and I suspect there are related to the previous report. >> >> At the context creation a glthread

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread gregory hainaut
On Mon, 13 Feb 2017 17:04:01 +0100 Marek Olšák wrote: > On Mon, Feb 13, 2017 at 4:14 PM, Gregory Hainaut > wrote: > > If I remember correctly I got something like 4K-8K fails (total is 40K > > tests) when I broke the GL1 restore dispatch function.

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Marek Olšák
On Mon, Feb 13, 2017 at 4:14 PM, Gregory Hainaut wrote: > If I remember correctly I got something like 4K-8K fails (total is 40K > tests) when I broke the GL1 restore dispatch function. So it is > around 10%-20%. Maybe it was only the test below 3.1. I was afraid >

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Gregory Hainaut
If I remember correctly I got something like 4K-8K fails (total is 40K tests) when I broke the GL1 restore dispatch function. So it is around 10%-20%. Maybe it was only the test below 3.1. I was afraid that various modern extension could still be tested with some GL1 drawing. On 2/13/17, Marek

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Marek Olšák
On Mon, Feb 13, 2017 at 3:56 PM, Gregory Hainaut wrote: > Hum, I need to check it. I think I disabled EGL because I didn't have > latest waffle on my Debian (and Nvidia didn't support fully EGL back > then). > > However, I forgot to say that a fair number of piglit

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Gregory Hainaut
Hum, I need to check it. I think I disabled EGL because I didn't have latest waffle on my Debian (and Nvidia didn't support fully EGL back then). However, I forgot to say that a fair number of piglit tests are based on GL1 direct call. (typically to draw a rectangle without a VBO). All those

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Marek Olšák
On Mon, Feb 13, 2017 at 11:10 AM, Gregory Hainaut wrote: >> On 11/02/17 06:36 AM, gregory hainaut wrote: >> > >> > On GLX side, I can explain some crashes (didn't debug all neither fail) >> > and I suspect there are related to the previous report. >> > >> > At the

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Gregory Hainaut
> > On 11/02/17 06:36 AM, gregory hainaut wrote: > > >* On GLX side, I can explain some crashes (didn't debug all neither fail) > *>* and I suspect there are related to the previous report. > *> >* At the context creation a glthread dispatcher is created and the *TLS* > *>* variable

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-13 Thread Michel Dänzer
On 11/02/17 06:36 AM, gregory hainaut wrote: > > On GLX side, I can explain some crashes (didn't debug all neither fail) > and I suspect there are related to the previous report. > > At the context creation a glthread dispatcher is created and the *TLS* > variable u_current_table is set with the

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Timothy Arceri
Just to clarify my email, I wasn't saying shader-cache should land before this, or that we should prioritize one over the other. I was simply venting frustration that I had to keep it rebased out of tree and keep it passing piglit when it seems I didn't need too. This is nothing against this

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread gregory hainaut
Hello, I ran piglit (glthread false vs true) on the Marek branch and Nouveau driver. Of course we can still debate, if piglit is good enough to detect multi threading issue. I spot a small typo that generate ~400 fails (*mat2x4* uniform got 6 scalar instead of 8). piglit status with the typo

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Marek Olšák
I never disagreed with you about shader cache and I never said that glthread would be merged first. I'm just describing the situation and recent news. Marek On Feb 10, 2017 2:15 PM, "Edward O'Callaghan" wrote: Wait what? You just side stepped everything I just

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Edward O'Callaghan
Wait what? You just side stepped everything I just said with regards to prioritizing the volume of work that went into shader caching over gl dispatch with essentially `gl dispatch is really great and our users friend it super useful now`. That's fine, I'm not ageist it, maybe you misinterpreted

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Marek Olšák
FYI. Civilization VI is another game that works with and benefits from glthread. The game was just released. Even Nvidia is CPU-bound on highest details and can't reach 45 fps with full hd. People wanting to play Civ VI with decent frame rate will want glthread. I don't think they care too much

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Eero Tamminen
Hi, On 10.02.2017 13:00, Marek Olšák wrote: The glmark2 issue is not important, because glthread will never support glmark2. (because glmark2 is a SwapBuffers benchmark like glxgears) Whether some test is SwapBuffers benchmark or not, or whether it benefits from glthread, is irrelevant.

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Edward O'Callaghan
On 02/10/2017 10:50 PM, Marek Olšák wrote: > On Fri, Feb 10, 2017 at 12:48 PM, Edward O'Callaghan > wrote: >> >> >> On 02/10/2017 10:36 PM, Marek Olšák wrote: >>> On Fri, Feb 10, 2017 at 12:26 PM, Edward O'Callaghan >>> wrote:

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Marek Olšák
On Fri, Feb 10, 2017 at 12:48 PM, Edward O'Callaghan wrote: > > > On 02/10/2017 10:36 PM, Marek Olšák wrote: >> On Fri, Feb 10, 2017 at 12:26 PM, Edward O'Callaghan >> wrote: >>> >>> >>> On 02/08/2017 09:13 AM, Timothy Arceri wrote:

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Edward O'Callaghan
On 02/10/2017 10:36 PM, Marek Olšák wrote: > On Fri, Feb 10, 2017 at 12:26 PM, Edward O'Callaghan > wrote: >> >> >> On 02/08/2017 09:13 AM, Timothy Arceri wrote: >>> On Tue, 2017-02-07 at 10:56 +0100, Marek Olšák wrote: On Tue, Feb 7, 2017 at 2:57 AM, Kenneth

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Marek Olšák
On Fri, Feb 10, 2017 at 12:26 PM, Edward O'Callaghan wrote: > > > On 02/08/2017 09:13 AM, Timothy Arceri wrote: >> On Tue, 2017-02-07 at 10:56 +0100, Marek Olšák wrote: >>> On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke >> g> wrote: On

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Edward O'Callaghan
On 02/08/2017 09:13 AM, Timothy Arceri wrote: > On Tue, 2017-02-07 at 10:56 +0100, Marek Olšák wrote: >> On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke > g> wrote: >>> On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: On Mon, Feb 6, 2017 at 8:20 PM, Ernst

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Marek Olšák
The glmark2 issue is not important, because glthread will never support glmark2. (because glmark2 is a SwapBuffers benchmark like glxgears) Marek On Fri, Feb 10, 2017 at 11:32 AM, Eero Tamminen wrote: > Hi, > > On 09.02.2017 20:27, Ernst Sjöstrand wrote: >> >>

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Eero Tamminen
Hi, On 09.02.2017 20:27, Ernst Sjöstrand wrote: 2017-02-09 18:06 GMT+01:00 Eero Tamminen

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Marek Olšák
On Thu, Feb 9, 2017 at 8:18 PM, Marek Olšák wrote: > On Thu, Feb 9, 2017 at 6:23 PM, Ian Romanick wrote: >> On 02/09/2017 03:03 PM, Marek Olšák wrote: >>> On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote: On 02/08/2017 10:26

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Eric Anholt
Ian Romanick writes: > [ Unknown signature status ] > On 02/09/2017 05:14 PM, Eric Anholt wrote: >> Ian Romanick writes: >> >>> On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: On 07.02.2017 23:54, Matt Turner wrote: > On Tue, Feb 7, 2017 at

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Marek Olšák
On Thu, Feb 9, 2017 at 6:23 PM, Ian Romanick wrote: > On 02/09/2017 03:03 PM, Marek Olšák wrote: >> On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote: >>> On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: On 07.02.2017 23:54, Matt Turner wrote: >

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Ernst Sjöstrand
2017-02-09 18:06 GMT+01:00 Eero Tamminen : My personal feeling is that minimal merging criteria should be: > * no known segfaults > I bet that glmark2 just does something that's not allowed. Mesa can't prevent all application bugs? Seems like it has a very buggy

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Kenneth Graunke
On Thursday, February 9, 2017 5:23:47 PM PST Ian Romanick wrote: [snip] > Not achieving the desired performance is vastly different from > segfaults. Does the threaded mode in NVIDIA's driver crash? I'd wager > not. Sadly, yes it does. A while back, I tried running some Steam games on Linux

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Ian Romanick
On 02/09/2017 05:26 PM, Ian Romanick wrote: > On 02/09/2017 05:14 PM, Eric Anholt wrote: >> Ian Romanick writes: >> >>> On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: On 07.02.2017 23:54, Matt Turner wrote: > On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Ian Romanick
On 02/09/2017 05:14 PM, Eric Anholt wrote: > Ian Romanick writes: > >> On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: >>> On 07.02.2017 23:54, Matt Turner wrote: On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: > On Tue, Feb 7, 2017 at 2:57 AM,

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Eero Tamminen
Hi, On 09.02.2017 19:14, Eric Anholt wrote: Ian Romanick writes: ... No, it absolutely is not fine to merge. We have never allowed such a thing, and I'll be damned if I'll allow this project to start. Things that land that are known to be broken never actually get

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Ian Romanick
On 02/09/2017 03:03 PM, Marek Olšák wrote: > On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote: >> On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: >>> On 07.02.2017 23:54, Matt Turner wrote: On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: > On

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Eric Anholt
Ian Romanick writes: > On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: >> On 07.02.2017 23:54, Matt Turner wrote: >>> On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Matt Turner
On Thu, Feb 9, 2017 at 3:03 PM, Marek Olšák wrote: > On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote: >> On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: >>> On 07.02.2017 23:54, Matt Turner wrote: On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Eero Tamminen
Hi, On 09.02.2017 17:03, Marek Olšák wrote: On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote: ... No, it absolutely is not fine to merge. We have never allowed such a thing, and I'll be damned if I'll allow this project to start. Things that land that are known to

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Marek Olšák
On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote: > On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: >> On 07.02.2017 23:54, Matt Turner wrote: >>> On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Ian Romanick
On 02/08/2017 10:26 AM, Nicolai Hähnle wrote: > On 07.02.2017 23:54, Matt Turner wrote: >> On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: >>> On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke >>> wrote: On Monday, February 6, 2017 8:54:40 PM PST

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Ian Romanick
On 02/07/2017 02:57 AM, Kenneth Graunke wrote: > On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: >> On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand wrote: >>> FYI glmark2 segfaults with mesa_glthread=true. Expected that some programs >>> will segfault? >> >> Yes,

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Ernst Sjöstrand
I benchmarked Total War: Attila and CS:GO quickly yesterday, both ran fine but none of them seemed to gain any performance. Maybe lost a little. I saw that Tomb Raider only had ~130% cpu usage on my system, perhaps that's a candidate even though it's a Feral title? It's 32-bit though and I

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread gregory hainaut
> Regresses performance: > * Shadow of Mordor (with multiple game gfx settings & driver/HW?) > * PCSX2 emulator As Marek said the code still miss some optimization opportunities. FWIW, PCSX2 uses persistant PBO for texture transfer so it can be done without any sync. I removed the sync (with a

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Marek Olšák
On Wed, Feb 8, 2017 at 6:29 PM, Eero Tamminen wrote: > Hi, > > On 08.02.2017 15:10, Marek Olšák wrote: >> >> On Feb 8, 2017 11:15 AM, "Eero Tamminen" > If there are known crashes, and no piglit statistics, how you can >> trust that

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Eero Tamminen
Hi, On 08.02.2017 15:10, Marek Olšák wrote: On Feb 8, 2017 11:15 AM, "Eero Tamminen"

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Marek Olšák
On Feb 8, 2017 11:15 AM, "Eero Tamminen" wrote: Hi, On 08.02.2017 02:40, Marek Olšák wrote: > I'm not concerned about anything and you missed that it had actually > been tested to the extent that we can enable it for some existing games > and at least one unreleased

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Eero Tamminen
Hi, On 08.02.2017 02:40, Marek Olšák wrote: I'm not concerned about anything and you missed that it had actually been tested to the extent that we can enable it for some existing games and at least one unreleased game already. I also don't have to be the guy merging it and I mean that. But if

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Gregory Hainaut
> > >* Hello James, > *> > >* Did you have the opportunity to compare Feral's dispatcher threading > *>* implementation versus Nvidia's threading option. If yes, is there any > *>* performance difference? In other word, did you implement it because > *>* some (most) drivers miss this optimization

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Nicolai Hähnle
On 07.02.2017 23:54, Matt Turner wrote: On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke wrote: On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: On Mon, Feb 6, 2017 at 8:20 PM, Ernst

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Marek Olšák
On Feb 7, 2017 11:55 PM, "Matt Turner" wrote: On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: > On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke wrote: >> On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: >>> On Mon,

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Matt Turner
On Tue, Feb 7, 2017 at 10:56 AM, Marek Olšák wrote: > On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke wrote: >> On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: >>> On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand wrote: >>>

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Timothy Arceri
On Tue, 2017-02-07 at 10:56 +0100, Marek Olšák wrote: > On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke g> wrote: > > On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: > > > On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand > > > wrote: > > > >

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread James Legg
Hi Gregory, On Tue, 2017-02-07 at 16:04 +0100, Gregory Hainaut wrote: > > Hi, > > > > On Mon, 2017-02-06 at 13:43 +0100, Jan Ziak wrote: > > > Shadow of Mordor benchmark: 30 FPS w/o glthread -> 20 FPS with > > > glthread > > >  > > > > For what it is worth, all the Feral games have a dispatch

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Gregory Hainaut
> > Hi, > > On Mon, 2017-02-06 at 13:43 +0100, Jan Ziak wrote: > >* Shadow of Mordor benchmark: 30 FPS w/o glthread -> 20 FPS with > *>* glthread > *> > For what it is worth, all the Feral games have a dispatch thread that > primarily calls GL functions. > > James > > Hello James, Did you have

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Marek Olšák
On Feb 7, 2017 12:54 PM, "Emil Velikov" wrote: On 7 February 2017 at 11:23, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote: > On Mon, Feb 6, 2017 at 11:48 PM, Marek Olšák wrote: >> On Mon, Feb 6, 2017 at 9:27 PM, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote:

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Emil Velikov
On 7 February 2017 at 11:23, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote: > On Mon, Feb 6, 2017 at 11:48 PM, Marek Olšák wrote: >> On Mon, Feb 6, 2017 at 9:27 PM, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote: >>> Hello >>> >>> I am against application profiles - in the form of "a >>>

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Eero Tamminen
Hi, On 07.02.2017 13:23, Jan Ziak wrote: On Mon, Feb 6, 2017 at 11:48 PM, Marek Olšák wrote: On Mon, Feb 6, 2017 at 9:27 PM, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote: Hello I am against application profiles - in the form of "a community-maintained whitelist of apps" or in

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Jan Ziak
On Mon, Feb 6, 2017 at 11:48 PM, Marek Olšák wrote: > On Mon, Feb 6, 2017 at 9:27 PM, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote: >> Hello >> >> I am against application profiles - in the form of "a >> community-maintained whitelist of apps" or in any other form >> explicitly

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Marek Olšák
On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke wrote: > On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: >> On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand wrote: >> > FYI glmark2 segfaults with mesa_glthread=true. Expected that some

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Kenneth Graunke
On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: > On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand wrote: > > FYI glmark2 segfaults with mesa_glthread=true. Expected that some programs > > will segfault? > > Yes, even segfaults are expected with mesa_glthread=true.

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Marek Olšák
On Mon, Feb 6, 2017 at 9:27 PM, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote: > Hello > > I am against application profiles - in the form of "a > community-maintained whitelist of apps" or in any other form > explicitly associating the name/ID of an app with a Mesa variable > which controls the

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Jan Ziak
Hello I am against application profiles - in the form of "a community-maintained whitelist of apps" or in any other form explicitly associating the name/ID of an app with a Mesa variable which controls the behavior of Mesa. Application profiles would be a manifestation of poor algorithms in the

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Marek Olšák
On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand wrote: > FYI glmark2 segfaults with mesa_glthread=true. Expected that some programs > will segfault? Yes, even segfaults are expected with mesa_glthread=true. Marek ___ mesa-dev mailing

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Ernst Sjöstrand
FYI glmark2 segfaults with mesa_glthread=true. Expected that some programs will segfault? ATTENTION: default value of option mesa_glthread overridden by environment. [New Thread 0x7fffed73d700 (LWP 23060)] _mesa_glthread_init === glmark2

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Eric Anholt
Marek Olšák writes: > Yes, I'm aware that glthread is far from perfect. However, I don't consider > that an issue. My idea is that the actual work will take place in master. I > have zero faith that any work on that will take place outside of master. Yeah. Now that there's

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Emil Velikov
On 6 February 2017 at 00:11, Marek Olšák wrote: > Hi, > > Back in 2012-2013, then-Intel employees Eric Anholt and Paul Berry > wrote this threaded GL dispatch where GL calls are queued and executed > in a different thread. It was supposed to deal with high CPU overhead > of

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread James Legg
Hi, On Mon, 2017-02-06 at 13:43 +0100, Jan Ziak wrote: > Shadow of Mordor benchmark: 30 FPS w/o glthread -> 20 FPS with > glthread > For what it is worth, all the Feral games have a dispatch thread that primarily calls GL functions. James ___

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Steven Newbury
On Mon, 2017-02-06 at 01:11 +0100, Marek Olšák wrote: > Hi, > > Back in 2012-2013, then-Intel employees Eric Anholt and Paul Berry > wrote this threaded GL dispatch where GL calls are queued and > executed > in a different thread. It was supposed to deal with high CPU overhead > of Mesa, but at

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Marek Olšák
Yes, I'm aware that glthread is far from perfect. However, I don't consider that an issue. My idea is that the actual work will take place in master. I have zero faith that any work on that will take place outside of master. Currently I don't expect it to work with any GL4 apps, because the

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Jan Ziak
Hello Just some notes for mesa_glthread=true: - Shadow of Mordor benchmark: 30 FPS w/o glthread -> 20 FPS with glthread - fgl_glxgears: SIGSEGV with mesa_glthread=true (gdb) bt #0 dlist_alloc (ctx=ctx@entry=0x78b220, opcode=opcode@entry=OPCODE_CLEAR, bytes=bytes@entry=4, align8=false) at

[Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-06 Thread Gregory Hainaut
Hello, > A note on synchronizations. Borderlands 2 has 170 thread syncs per > frame. That means the app thread has to stop and wait 170x per frame. > Despite that, it still has 70% higher performance in some cases. My > theory is that if you have a lot of draw calls, you can have a lot of >

[Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-05 Thread Marek Olšák
Hi, Back in 2012-2013, then-Intel employees Eric Anholt and Paul Berry wrote this threaded GL dispatch where GL calls are queued and executed in a different thread. It was supposed to deal with high CPU overhead of Mesa, but at the time most games used the compatibility profile and Steam didn't