[Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

Ernst Sjöstrand ernstp at gmail.com
Thu Feb 9 09:38:18 UTC 2017


I benchmarked Total War: Attila and CS:GO quickly yesterday, both ran fine
but none of them seemed to gain any performance. Maybe lost a little.
I saw that Tomb Raider only had ~130% cpu usage on my system, perhaps
that's a candidate even though it's a Feral title? It's 32-bit though and I
couldn't bother to cross compile.

FYI I think glmark2 is a bit buggy: https://bugs.launchpad.net/glmark2
Tough it does run fine for me without threading right now...

Regards
//Ernst

2017-02-08 18:45 GMT+01:00 Marek Olšák <maraeo at gmail.com>:

> On Wed, Feb 8, 2017 at 6:29 PM, Eero Tamminen <eero.t.tamminen at intel.com>
> wrote:
> > Hi,
> >
> > On 08.02.2017 15:10, Marek Olšák wrote:
> >>
> >> On Feb 8, 2017 11:15 AM, "Eero Tamminen" <eero.t.tamminen at intel.com
> >>     If there are known crashes, and no piglit statistics, how you can
> >>     trust that the games which the patch series seems to already help,
> >>     actually do work?  That they don't crash or deadlock at some point
> >>     because of it?
> >>
> >> I hate to repeat myself, but it was tested with quite a bunch of games.
> >> You know, I actually made it work for Gallium including bug fixes in
> >> glthread like bad locking and race conditions. I know Samuel Pitoiset
> >> also tested it with good results. A bunch of people on IRC tested it
> too.
> >
> >
> > Do you have some e.g. wiki page where this status info is collected?
> >
> >
> > So far the data provided in this thread is following:
> >
> > Improves performance:
> > * Borderlands 2 (with multiple game gfx settings & driver/HW?)
> >
> > Regresses performance:
> > * Shadow of Mordor (with multiple game gfx settings & driver/HW?)
> > * PCSX2 emulator
> >
> > Crashes:
> > * glmark2 (one test? all tests?  both GL & GLES version?)
> > * fgl_glxgears
> >
> >
> >> Concerning the glmark crash, I don't care. Get over it.
> >
> > Glmark & glxgears are rather simple, so it's just a bit surprising.
>
> I don't understand why any of this is important. Did you not notice
> that it's disabled by default and the implementation is not complete?
> I think I said it somewhere.
>
> Marek
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