[Mesa-dev] [PATCH 1/7] gallium: add pipe_blend_state::srgb_enable and the CAP
Jose Fonseca
jfonseca at vmware.com
Wed Jun 14 19:45:38 UTC 2017
On 14/06/17 17:12, Marek Olšák wrote:
> On Tue, Jun 13, 2017 at 3:43 PM, Marek Olšák <maraeo at gmail.com> wrote:
>> On Tue, Jun 13, 2017 at 1:40 PM, Jose Fonseca <jfonseca at vmware.com> wrote:
>>> On 12/06/17 22:56, Marek Olšák wrote:
>>>>
>>>> On Mon, Jun 12, 2017 at 10:43 PM, Jose Fonseca <jfonseca at vmware.com>
>>>> wrote:
>>>>>
>>>>> On 12/06/17 21:25, Marek Olšák wrote:
>>>>>>
>>>>>>
>>>>>> On Mon, Jun 12, 2017 at 9:51 PM, Jose Fonseca <jfonseca at vmware.com>
>>>>>> wrote:
>>>>>>>
>>>>>>>
>>>>>>> How does this help exactly?
>>>>>>>
>>>>>>> Are applications actually rendering to the same FBO w/ and w/o SRGB
>>>>>>> decoding?
>>>>>>>
>>>>>>> Or is the problem here GL_SRGB_WRITE state getting spuriously dirtied
>>>>>>> by
>>>>>>> the
>>>>>>> application?
>>>>>>>
>>>>>>> And even if they do, why is toggling surface views in framebuffer state
>>>>>>> so
>>>>>>> expensive?
>>>>>>>
>>>>>>> I don't object per se, but it looks like an unusual thing to optimize
>>>>>>> for.
>>>>>>>
>>>>>>
>>>>>> set_framebuffer_state is basically a memory barrier. We have different
>>>>>> caches between FB and textures and we have to flush them when a
>>>>>> texture is unbound from the framebuffer and set as a sampler view. To
>>>>>> keep thing simple, set_framebuffer_state is the barrier. When we
>>>>>> change the blend state, the barrier is avoided. Note that the barrier
>>>>>> makes set_framebuffer_state a function that is always GPU-bound.
>>>>>
>>>>>
>>>>>
>>>>> I see.
>>>>>
>>>>> And you're sure that the incoming set_framebuffer_state are not spurious?
>>>>>
>>>>> I know cso_context always eliminates redundant
>>>>> pipe_context::set_framebuffer_state calls, but it is perhaps possible
>>>>> that
>>>>> Mesa state tracker is reseting the framebuffer state with different
>>>>> surface
>>>>> views, but that in practice are exactly the same as the previous one?
>>>>>
>>>>> Like I said, it seems odd apps are doing this: it doesn't make much sense
>>>>> to
>>>>> me to change colorspace of the fragments between draws. (Unless some of
>>>>> the
>>>>> assets are already in SRGB and the app is trying to be too smart for its
>>>>> own
>>>>> good to avoid the sRGB->RGB->sRGB.) It seems much more likely that these
>>>>> framebuffer state changes are self-inflicted some where in our stack,
>>>>> than
>>>>> something truly demanded by the app.
>>>>>
>>>>> And if that's the case and we can fix it, then it would be a better
>>>>> solution
>>>>> all around.
>>>>
>>>>
>>>> Yeah the funny part and the reason is that we have a microbenchmark in
>>>> piglit (drawoverhead) changing this state between draw calls. :)
>>>>
>>>> Marek
>>>>
>>>
>>> I couldn't find that piglit microbenchmark. mesademos has
>>> src/perf/drawoverhead.c but it doesn't set GL_SRGB_WRITE. So if fbo is
>>> changing internally, then it's a perf bug in Mesa state tracker.
>>>
>>> Unless it's mimicking something that real apps do, then it's probably better
>>> to fix the microbenchmark to use a more realistic tests.
>>
>> If you build piglit, it's in bin/drawoverhead.
>>
>> You're right that this subtest (switching GL_FRAMEBUFFER_SRGB) is
>> rather artificial and fairly unlikely to occur with real apps.
>
> FYI, I'm dropping this series and I don't have it in my repo anymore.
> piglit/drawoverhead will be updated not to test this state change.
>
> Marek
Great.
BTW, I'm not sure what's a good state to change in such microbenchmark.
There is of course, a myriad of states to pick, but they are not all the
same: performance can vary wildly depending on the choice. I'm not
sure what's a good representative state change in such circumstances
Perhaps toggling between two texture objects? Or some sampler state?
Jose
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