[Mesa-dev] [PATCH] r600g: improve flushed depth texture handling v2

Marek Olšák maraeo at gmail.com
Tue Jul 10 11:10:59 PDT 2012


On Tue, Jul 10, 2012 at 6:40 AM, Vadim Girlin <vadimgirlin at gmail.com> wrote:
> On Sat, 2012-07-07 at 01:48 +0200, Marek Olšák wrote:
>> On Wed, Jun 27, 2012 at 1:34 AM, Vadim Girlin <vadimgirlin at gmail.com> wrote:
>> > Use r600_resource_texture::flished_depth_texture for GPU access, and
>> > allocate it in the VRAM. For transfers we'll allocate untiled texture in the
>> > GTT and store it in the r600_transfer::staging.
>> >
>> > Improves performance when flushed depth texture is frequently used by the
>> > GPU (about 30% for Lightsmark).
>> >
>> > Signed-off-by: Vadim Girlin <vadimgirlin at gmail.com>
>> > ---
>> >
>> > Fixes fbo-clear-formats, fbo-generatemipmap-formats, no regressions on
>> > evergreen
>>
>> Hi,
>>
>> is there any reason this patch hasn't been committed yet?
>>
>
> Hi,
>
> I have some doubts because it was benchmarked by phoronix and there were
> regressions, though I suspect that something is wrong with the results:
>
> http://www.phoronix.com/scan.php?page=article&item=amd_r600g_texdepth&num=4
>
> I was going to look into it but had no time yet. I'd like to be sure
> that there are no regressions before committing.

Well, there's nothing wrong with your patch. I wouldn't trust
benchmarks run with the Unity desktop so much. I myself had to switch
from Unity 2D to Xfce just to get consistent results when testing
performance.

Now that your patch separates flushing for texturing and transfers, I
think we could make it a little bit faster by imlementing an in-place
flush for texturing (that is without having to allocate another
resource).

Marek


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