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
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.
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
>
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
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
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
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
>
> 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
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
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
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
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
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
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
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.
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:
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:
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
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
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
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:
>>
>>
Hi,
On 09.02.2017 20:27, Ernst Sjöstrand wrote:
2017-02-09 18:06 GMT+01:00 Eero Tamminen
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
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
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:
>
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
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
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
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,
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
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
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
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
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
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
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
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,
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
> 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
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
Hi,
On 08.02.2017 15:10, Marek Olšák wrote:
On Feb 8, 2017 11:15 AM, "Eero Tamminen"
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
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
>
> >* 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
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
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,
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:
>>>
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:
> > > >
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
>
> 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
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:
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
>>>
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
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
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
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.
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
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
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
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
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
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
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
___
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
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
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
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
>
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
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