[Mesa-dev] [PATCH] r600g: order atom emission v2
Marek Olšák
maraeo at gmail.com
Thu Sep 6 17:03:51 PDT 2012
On Fri, Sep 7, 2012 at 12:05 AM, Jerome Glisse <j.glisse at gmail.com> wrote:
> On Thu, Sep 6, 2012 at 4:10 PM, Marek Olšák <maraeo at gmail.com> wrote:
>> On Thu, Sep 6, 2012 at 8:34 PM, Jerome Glisse <j.glisse at gmail.com> wrote:
>>> On Thu, Sep 6, 2012 at 2:29 PM, Marek Olšák <maraeo at gmail.com> wrote:
>>>> This looks good to me. It's funny to see the r300g architecture being
>>>> re-implemented in r600g. :)
>>>>
>>>> There's one optimization that r300g has that this patch doesn't. r300g
>>>> keeps the index of the first and the last dirty atom and the loops
>>>> over the list of atoms look like this:
>>>> for (i = first_dirty; i <= last_dirty; i++)
>>>>
>>>> And after emission:
>>>> first_dirty = some large number;
>>>> last_dirty= 0;
>>>>
>>>> The atoms should be ordered according to how frequently they are
>>>> updated (except when the ordering is required by the hw). But most
>>>> importantly, if there are no state changes, the loops are trivially
>>>> skipped.
>>>>
>>>> Marek
>>>
>>> Don't think this optimization is worth it, there won't be much more
>>> than 32 atom in the end and it definitely can't be ordered from most
>>> frequent to less frequent as some of the stuff need to be at the last
>>> being emitted and they are frequent one (primitive type for instance).
>>
>> I didn't say all atoms *must* be sorted. I meant that some (most?)
>> atoms can be sorted, i.e. you can have some atoms at fixed positions
>> (like the primitype type or the seamless cubemap state), but you have
>> always at least *some* freedom where you put the rest. The ordering I
>> had in mind was actually from the least frequent to the most frequent,
>> in other words, from the framebuffer (least frequent) to shaders to
>> textures to constant buffers to vertex buffers (most frequent).
>>
>> Of course, the code should document which atoms must have fixed
>> positions along with an explanation. The comment that all atom
>> positions must not be changed isn't enough, because it's not true.
>>
>> Marek
>
> I won't try to find which atom can have complete floating position, i
> am just grouping together register that are always emitted together in
> fglrx and then i position this group relative to each other according
> to fglrx position. That means all atom are always emitted in a
> specific order. So there won't be any freedom. The only freedom i can
> think of is btw 2 position forced atom and that make the sorting
> completely useless and complicated.
I'll add the optimization anyway (without sorting). Draw operations
without state changes or with only one state update are quite common.
Anyway, it was said in the v1 thread that the hardware doesn't need
any specific ordering for proper functioning. While it may be
beneficial to emit one or two registers earlier than the others,
insisting on fixed ordering of all of them is not only limiting, it
seems useless and waste of time as well. What I don't understand: Why
do you blindly copy everything fglrx *seems* to be doing without any
real reason? It does not fix any bug, it does not improve performance,
it does not clean up the code... so why? I am all ears.
Marek
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