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

Vadim Girlin vadimgirlin at gmail.com
Tue Jul 10 15:48:31 PDT 2012


On Tue, 2012-07-10 at 20:10 +0200, Marek Olšák wrote:
> 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.
> 

OK, I've pushed it. Thanks for reviewing.

Vadim

> 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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