[Mesa-dev] [PATCH 0/7] vbo: introduce a minmax_index cache
Ian Romanick
idr at freedesktop.org
Fri Jan 8 15:11:02 PST 2016
On 01/07/2016 04:57 PM, Nicolai Hähnle wrote:
> Hi,
>
> this series is intended to address a (big) part of the performance problems
> that occur when games use an index buffer from a VBO together with vertex
> attributes supplied by user pointer. On a lower-end Radeon (Carrizo), it
This is one of (several) reasons that I've taken such a hard stance
against compatibility profile over the years. :( In core profile, you
can't have vertex attributes in user memory.
> lifts This War Of Mine (the worst offender I've seen) from basically unplayable
> to an acceptable ~22fps.
That's a really good result! Have you tried this on low-CPU systems
with applications that aren't as pessimal?
There are a couple things I was hoping to see in this series that aren't
here.
1. Collection of hit-rate data.
2. A way to disable the cache per-application. Since caching can
already be disable per-BO, this would be trivial to add via another
USAGE_ flag.
I can imagine a few scenarios where the simple caching system used here
could cause an application to perform worse. One such case isn't even
that crazy:
1. Fill the BO with new element data (which invalidates the cache).
2. Stream through the BO performing a bunch of small draw calls from a
different range of data. Each draw will miss the cache and will add a
new entry.
3. Goto 1.
I'd really want to have data to know that the cache is hurting
performance. With that data, I'd also want to disable the cache in that
application while I find a way to either improve the cache utilization
or detect the usage pattern to automatically disable the cache.
That said, patches 1, 2, 3, 5, and 6 are
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
I sent a comment on 4 and a small nit on 7.
> There are really two parts to the performance inefficiency:
> (1) the fact that we have to compute min/max in the first place
> (2) the fact that games developers like to helpfully declare the index buffer
> as STATIC_DRAW, which means it ends up in VRAM, making things much worse than
> they would be with (1) alone.
>
> The series does this simply by caching (or memoizing, if you like) the result
> of vbo_get_minmax_indices. This makes sense since while the caching itself of
> course has some overhead, it is only used for VBOs - and the people who mix
> VBO index buffers with non-VBO vertex data seem to do so precisely because
> their index buffers are static, hence caching is a win.
>
> The cache is disabled permanently for VBOs that we detect to be written to by
> GPU operations. It is invalidated on other writes (Buffer(Sub)Data etc.).
>
> I originally considered putting the caching in st/mesa instead of vbo, but that
> would have required duplicating some of the logic in vbo_get_minmax_indices for
> iterating over primitives inside the Gallium statetracker. I wanted to avoid
> this code duplication, hence why I put it in vbo.
>
> Please review!
>
> Thanks,
> Nicolai
> --
> src/mesa/Makefile.sources | 1 +
> src/mesa/main/bufferobj.c | 41 +++-
> src/mesa/main/mtypes.h | 7 +
> src/mesa/main/transformfeedback.h | 3 +
> src/mesa/vbo/vbo.h | 3 +
> src/mesa/vbo/vbo_exec_array.c | 148 ------------
> src/mesa/vbo/vbo_minmax_index.c | 342 ++++++++++++++++++++++++++++
> src/util/hash_table.c | 25 ++
> src/util/hash_table.h | 2 +
> src/util/tests/hash_table/Makefile.am | 1 +
> src/util/tests/hash_table/clear.c | 91 ++++++++
> 11 files changed, 507 insertions(+), 157 deletions(-)
>
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