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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - INTEL_DEBUG=shader_time is full of lies"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=79029">79029</a>
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>idr@freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>INTEL_DEBUG=shader_time is full of lies
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>intel-3d-bugs@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>kenneth@whitecape.org
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>git
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Drivers/DRI/i965
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr></table>
      <p>
        <div>
        <pre>INTEL_DEBUG=shader_time reports that almost 0 time is spent in the vertex
shader in a microbenchmark (OglTerrainFlyInst).  However, the FS is really
simple, and the VS is pretty large.  I managed to cut roughly 50% of the VS
instructions, and that roughly doubled the performance.  So clearly the VS is
important.

Using performance monitoring, it looks like the VS actually takes up ~70% of
the time.  So, shader_time is just full of lies.  It appears that it's
undercounting the VS time in Unigine Valley as well.

I believe the timestamp register is getting reset in almost every VS, so we
just count 0 most of the time.

Perhaps it can be improved?  Perhaps we need to develop something better?</pre>
        </div>
      </p>
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