[Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)
Edward O'Callaghan
funfunctor at folklore1984.net
Fri Feb 10 13:15:31 UTC 2017
Wait what? You just side stepped everything I just said with regards to
prioritizing the volume of work that went into shader caching over gl
dispatch with essentially `gl dispatch is really great and our users
friend it super useful now`.
That's fine, I'm not ageist it, maybe you misinterpreted me? However
that is nothing to do with what I was saying, as to reiterate my point
was precise and finely scoped; We should get shader caching i's and t's
dotted and crossed and help Timothy get though the last 5% there.
Kind Regards,
Edward.
On 02/11/2017 12:01 AM, Marek Olšák wrote:
> FYI. Civilization VI is another game that works with and benefits from
> glthread. The game was just released. Even Nvidia is CPU-bound on
> highest details and can't reach 45 fps with full hd. People wanting to
> play Civ VI with decent frame rate will want glthread. I don't think
> they care too much about our the community processes, so I expect there
> will be quite a few users using out-of-tree builds of Mesa.
>
> Also, Pierre-Loup from Valve said on IRC yesterday that they are
> probably gonna ship glthread and make their own whitelist, regardless of
> the outcome of this discussion. It would be preferable to have that
> whitelist in master too, but that may be difficult if we can't merge it.
>
> If distributions and vendors start shipping glthread, we might as well
> merge it, because at that point there is no advantage in keeping this
> out of tree if it forces users to use out of tree builds. We'll get bug
> reports regardless.
>
> Also Eero, I don't care about glmark at this very moment. It's not like
> I'm merging this today, so it doesn't matter. Maybe it will matter next
> week or next month. We'll likely not support glmark anyway, so the fix
> will most likely be disabling multithreading on the fly than trying to
> fix the crash.
>
> Marek
>
>
> On Feb 10, 2017 12:58 PM, "Edward O'Callaghan"
> <funfunctor at folklore1984.net <mailto:funfunctor at folklore1984.net>> wrote:
>
>
>
> On 02/10/2017 10:50 PM, Marek Olšák wrote:
> > On Fri, Feb 10, 2017 at 12:48 PM, Edward O'Callaghan
> > <funfunctor at folklore1984.net <mailto:funfunctor at folklore1984.net>>
> wrote:
> >>
> >>
> >> On 02/10/2017 10:36 PM, Marek Olšák wrote:
> >>> On Fri, Feb 10, 2017 at 12:26 PM, Edward O'Callaghan
> >>> <funfunctor at folklore1984.net
> <mailto:funfunctor at folklore1984.net>> wrote:
> >>>>
> >>>>
> >>>> On 02/08/2017 09:13 AM, Timothy Arceri wrote:
> >>>>> On Tue, 2017-02-07 at 10:56 +0100, Marek Olšák wrote:
> >>>>>> On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke
> <kenneth at whitecape.or
> >>>>>> g> wrote:
> >>>>>>> On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote:
> >>>>>>>> On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand
> <ernstp at gmail.com <mailto:ernstp at gmail.com>
> >>>>>>>>> wrote:
> >>>>>>>>> FYI glmark2 segfaults with mesa_glthread=true. Expected that
> >>>>>>>>> some programs
> >>>>>>>>> will segfault?
> >>>>>>>>
> >>>>>>>> Yes, even segfaults are expected with mesa_glthread=true.
> >>>>>>>>
> >>>>>>>> Marek
> >>>>>>>
> >>>>>>> Would it make sense to be crash-free or even regression-free
> on at
> >>>>>>> least Piglit, before merging? (Or are we there already?)
> >>>>>>
> >>>>>> It's not necessary. glthread is disabled by default. Nobody has
> >>>>>> tested
> >>>>>> piglit with glthread. That will follow after it's been merged, or
> >>>>>> never if it's never merged.
> >>>>>
> >>>>> I've been trying to land shader-cache patches that actually do
> pass
> >>>>> piglit for over a year with the same reasoning that it will be
> disable
> >>>>> by default and can only be improved with testing I can't
> possibly do on
> >>>>> my own.
> >>>>>
> >>>>> Although I have no objections to this being merged I'll be
> extremely
> >>>>> frustrated if this is allowed to be merged known to not even pass
> >>>>> piglit while I've wasted countless hours rebasing shader cache
> over
> >>>>> many months.
> >>>>>
> >>>>
> >>>> Regardless of all the chatter on this thread in and around GL
> dispatch,
> >>>> which I agree poses significant challenges to get into
> something 'ideal'
> >>>> - which is hard to define for something like this..
> >>>>
> >>>> I think Timothy makes a really fair and just case here; in
> that, could
> >>>> we perhaps prioritize getting the shader cache stuff in before
> >>>> attempting GL dispatch? I think this both morally and
> technically the
> >>>> right thing to do in my humble opinion.
> >>>
> >>> There is a small difference. The shader cache is expected to be
> >>> enabled by default, so there is a certain level of quality required.
> >>
> >> Hey Marek,
> >>
> >> I am under the impression that it being enabled by default isn't
> a hard
> >> requirement for it to be merged. Maybe Timothy can weigh in on it
> when
> >> he is online?
> >
> > There is no official hard requirement. Everything is a judgement call
> > based on circumstances.
>
> Yes, OK, I agree; So why assert the above response then? Who is
> expecting it to be enabled by default? To reiterate I believe Timothy
> would like it merged first and foremost, then perhaps enable it by
> default if that is OK with everyone. I didn't see anywhere he expected
> it to be on by default. However we should wait for his response on that.
>
> Regards,
> Edward.
>
> >
> > Marek
> >
>
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