[Mesa-dev] tilers and out-of-order rendering..

Rob Clark robdclark at gmail.com
Thu May 19 23:34:09 UTC 2016


On Thu, May 19, 2016 at 6:21 PM, Eric Anholt <eric at anholt.net> wrote:
> Rob Clark <robdclark at gmail.com> writes:
>
>> So some rendering patterns that I've seen in apps turn out to be
>> somewhat evil for tiling gpu's.. couple cases I've seen:
>>
>> 1) stk has some silliness where it binds an fbo, clears, binds other
>> fbo clears, binds previous fbo and draws, and so on.  This one is
>> probably not too hard to just fix in stk.
>>
>> 2) I've seen a render pattern in manhattan where app does a bunch of
>> texture uploads mid-frame via a pbo (and then generates mipmap levels
>> for the updated texture, which hits the blit path which changes fb
>> state and forces a flush).  This one probably not something that can
>> be fixed in the app ;-)
>>
>> There are probably other cases where this comes up which I haven't
>> noticed yet.  I'm not entirely sure how common the pattern that I see
>> in manhattan is.
>>
>> At one point, Eric Anholt mentioned the idea of tracking rendering
>> cmdstream per render-target, as well as dependency information between
>> these different sets of cmdstream (if you render to one fbo, then turn
>> around and sample from it, the rendering needs to happen before the
>> sampling).  I've been thinking a bit about how this would actually
>> work, and trying to do some experiments to get an idea about how
>> useful this would be.
>
> My plan was pretty much what you laid out here, except I was going to
> just map to my CL struct with a little hash table from the FB state
> members since FB state isn't a CSO.

ok, yeah, I guess that solves the naming conflict (fd_batch(_state)
sounds nicer for what it's purpose really is than
fd_framebuffer_state)

BR,
-R


More information about the mesa-dev mailing list