[Bug 79029] New: INTEL_DEBUG=shader_time is full of lies
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed May 21 10:44:40 PDT 2014
https://bugs.freedesktop.org/show_bug.cgi?id=79029
Priority: medium
Bug ID: 79029
Assignee: idr at freedesktop.org
Summary: INTEL_DEBUG=shader_time is full of lies
QA Contact: intel-3d-bugs at lists.freedesktop.org
Severity: normal
Classification: Unclassified
OS: All
Reporter: kenneth at whitecape.org
Hardware: Other
Status: NEW
Version: git
Component: Drivers/DRI/i965
Product: Mesa
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?
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