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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [BXT] up to 6% performance drop with "i965: Set "Subslice Hashing Mode" to 16x16 on Apollolake""
href="https://bugs.freedesktop.org/show_bug.cgi?id=102272#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [BXT] up to 6% performance drop with "i965: Set "Subslice Hashing Mode" to 16x16 on Apollolake""
href="https://bugs.freedesktop.org/show_bug.cgi?id=102272">bug 102272</a>
from <span class="vcard"><a class="email" href="mailto:eero.t.tamminen@intel.com" title="Eero Tamminen <eero.t.tamminen@intel.com>"> <span class="fn">Eero Tamminen</span></a>
</span></b>
<pre>I.e. it seems that things depending on raw sampler throughput have perf drops,
and everything that is completely memory bandwidth bound improves a bit.
If latter gets verified by bisection, I'm not sure whether anything should be
done about this bug, as bandwidth limitations should be more common for
real-world use-cases than being purely sampler limited.
Both FurMark and GiMark use anisotropic filtering, but I think changing hash
mode for a draw, based on sampling mode, would have too much overhead.
Terrain tessellation doesn't use costly filtering, so for a drop in that I
don't have yet a good explanation.
It's possible that using larger (16x16) area for the cross-slice load balancing
checkerboard works worse for very small triangles, but impact "should" then be
visible both in instancing & tessellation shader terrain tests, as both run
about same amount of pixel shader instances, look same and have identical pixel
shaders. Maybe different vertex order explain that difference.</pre>
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