[RFC PATCH v2 06/17] drm/doc/rfc: Describe why prescriptive color pipeline is needed

Michel Dänzer michel.daenzer at mailbox.org
Fri Oct 27 08:59:25 UTC 2023


On 10/26/23 21:25, Alex Goins wrote:
> On Thu, 26 Oct 2023, Sebastian Wick wrote:
>> On Thu, Oct 26, 2023 at 11:57:47AM +0300, Pekka Paalanen wrote:
>>> On Wed, 25 Oct 2023 15:16:08 -0500 (CDT)
>>> Alex Goins <agoins at nvidia.com> wrote:
>>>
>>>> Despite being programmable, the LUTs are updated in a manner that is less
>>>> efficient as compared to e.g. the non-static "degamma" LUT. Would it be helpful
>>>> if there was some way to tag operations according to their performance,
>>>> for example so that clients can prefer a high performance one when they
>>>> intend to do an animated transition? I recall from the XDC HDR workshop
>>>> that this is also an issue with AMD's 3DLUT, where updates can be too
>>>> slow to animate.
>>>
>>> I can certainly see such information being useful, but then we need to
>>> somehow quantize the performance.
> 
> Right, which wouldn't even necessarily be universal, could depend on the given
> host, GPU, etc. It could just be a relative performance indication, to give an
> order of preference. That wouldn't tell you if it can or can't be animated, but
> when choosing between two LUTs to animate you could prefer the higher
> performance one.
> 
>>>
>>> What I was left puzzled about after the XDC workshop is that is it
>>> possible to pre-load configurations in the background (slow), and then
>>> quickly switch between them? Hardware-wise I mean.
> 
> This works fine for our "fast" LUTs, you just point them to a surface in video
> memory and they flip to it. You could keep multiple surfaces around and flip
> between them without having to reprogram them in software. We can easily do that
> with enumerated curves, populating them when the driver initializes instead of
> waiting for the client to request them. You can even point multiple hardware
> LUTs to the same video memory surface, if they need the same curve.
> 
>>
>> We could define that pipelines with a lower ID are to be preferred over
>> higher IDs.
> 
> Sure, but this isn't just an issue with a pipeline as a whole, but the
> individual elements within it and how to use them in a given context.
> 
>>
>> The issue is that if programming a pipeline becomes too slow to be
>> useful it probably should just not be made available to user space.
> 
> It's not that programming the pipeline is overall too slow. The LUTs we have
> that are relatively slow to program are meant to be set infrequently, or even
> just once, to allow the scaler and tone mapping operator to operate in fixed
> point PQ space. You might still want the tone mapper, so you would choose a
> pipeline that includes them, but when it comes to e.g. animating a night light,
> you would want to choose a different LUT for that purpose.
> 
>>
>> The prepare-commit idea for blob properties would help to make the
>> pipelines usable again, but until then it's probably a good idea to just
>> not expose those pipelines.
> 
> The prepare-commit idea actually wouldn't work for these LUTs, because they are
> programmed using methods instead of pointing them to a surface. I'm actually not
> sure how slow it actually is, would need to benchmark it. I think not exposing
> them at all would be overkill, since it would mean you can't use the preblending
> scaler or tonemapper, and animation isn't necessary for that.
> 
> The AMD 3DLUT is another example of a LUT that is slow to update, and it would
> obviously be a major loss if that wasn't exposed. There just needs to be some
> way for clients to know if they are going to kill performance by trying to
> change it every frame.

Might a first step be to require the ALLOW_MODESET flag to be set when changing the values for a colorop which is too slow to be updated per refresh cycle?

This would tell the compositor: You can use this colorop, but you can't change its values on the fly.


-- 
Earthling Michel Dänzer            |                  https://redhat.com
Libre software enthusiast          |         Mesa and Xwayland developer



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