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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Bioshock Infinite and DiRT Showdown perform very poorly on any GPU with GCN >=1.1"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95474#c12">Comment # 12</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Bioshock Infinite and DiRT Showdown perform very poorly on any GPU with GCN >=1.1"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95474">bug 95474</a>
from <span class="vcard"><a class="email" href="mailto:maraeo@gmail.com" title="Marek Olšák <maraeo@gmail.com>"> <span class="fn">Marek Olšák</span></a>
</span></b>
<pre>(In reply to Jan Ziak from <a href="show_bug.cgi?id=95474#c9">comment #9</a>)
<span class="quote">> Created <span class=""><a href="attachment.cgi?id=124063" name="attach_124063" title="kcachegrind screenshot: _mesa_FenceSync">attachment 124063</a> <a href="attachment.cgi?id=124063&action=edit" title="kcachegrind screenshot: _mesa_FenceSync">[details]</a></span>
> kcachegrind screenshot: _mesa_FenceSync
>
> I ran callgrind on Bioshock with mesa-git.
>
> Callgrind instrumentation was enabled only when the Bioshock benchmark was
> rendering frames from the game. The benchmark graphics quality was set to
> Medium.
>
> The screenshot I am sending indicates that Bioshock expects a faster
> _mesa_FenceSync implementation.</span >
I wouldn't trust callgrind, because it runs on a CPU emulator.
The proper way to profile this is to build Mesa with -fno-omit-frame-pointer
and use sysprof, which is very easy to use. Sysprof can also save the results
to disk.</pre>
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