[Mesa-dev] [PATCH 00/26] RadeonSI: Primitive culling with async compute
Dieter at nuetzel-hh.de
Tue Feb 26 02:31:40 UTC 2019
do you plan to commit or rebase both set?
Am 14.02.2019 07:29, schrieb Marek Olšák:
> I have some fixes for Sea Islands that improve Radeon 290X performance
> to 43 fps, moving it just below Radeon VII in the picture.
> On Wed, Feb 13, 2019 at 12:16 AM Marek Olšák <maraeo at gmail.com>
>> This patch series uses async compute to do primitive culling before
>> the vertex shader. It significantly improves performance for
>> that use a lot of geometry that is invisible because primitives
>> intersect sample points or there are a lot of back faces, etc.
>> It passes 99.9999% of all tests (GL CTS, dEQP, piglit) and is 100%
>> It supports all chips all the way from Sea Islands to Radeon VII.
>> As you can see in the results marked (ENABLED) in the picture below,
>> it destroys our competition (The GeForce results are from a Phoronix
>> article from 2017, the latest ones I could find):
>> Benchmark: ParaView - Many Spheres - 2560x1440
>> The last patch describes the implementation and functional
>> if you can find the huge code comment, so I'm not gonna do that
>> I decided to enable this optimization on all Pro graphics cards.
>> The reason is that I haven't had time to benchmark games.
>> This decision may be changed based on community feedback, etc.
>> People using the Pro graphics cards can disable this by setting
>> AMD_DEBUG=nopd, and people using consumer graphics cards can enable
>> this by setting AMD_DEBUG=pd. So you always have a choice.
>> Eventually we might also enable this on consumer graphics cards for
>> games that benefit. It might decrease performance if there is not
>> invisible geometry.
>> Please review.
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