[Mesa-dev] Perfetto CPU/GPU tracing
Dylan Baker
dylan at pnwbakers.com
Sat Feb 13 01:35:04 UTC 2021
On Fri, Feb 12, 2021, at 16:36, Rob Clark wrote:
> On Thu, Feb 11, 2021 at 5:40 PM John Bates <jbates at chromium.org> wrote:
> >
>
> <snip>
>
> > Runtime Characteristics
> >
> > ~500KB additional binary size. Even with using only the basic features of perfetto, it will increase the binary size of mesa by about 500KB.
>
> IMHO, that size is negligible.. looking at freedreno, a mesa build
> *only* enabling freedreno is already ~6MB.. distros typically use
> "megadriver" (ie. all the drivers linked into a single .so with hard
> links for the different ${driver}_dri.so), which on my fedora laptop
> is ~21M. Maybe if anything is relevant it is how much of that
> actually gets paged into RAM from disk, but I think 500K isn't a thing
> to worry about too much.
>
> > Background thread. Perfetto uses a background thread for communication with the system tracing daemon (traced) to advertise trace data and get notification of trace start/stop.
>
> Mesa already tends to have plenty of threads.. some of that depends on
> the driver, I think currently radeonsi is the threading king, but
> there are several other drivers working on threaded_context and async
> compile thread pool.
>
> It is worth mentioning that, AFAIU, perfetto can operate in
> self-server mode, which seems like it would be useful for distros
> which do not have the system daemon. I'm not sure if we lose that
> with percetto?
>
> > Runtime overhead when disabled is designed to be optimal with one predicted branch, typically a few CPU cycles per event. While enabled, the overhead can be around 1 us per event.
> >
> > Integration Challenges
> >
> > The perfetto SDK is C++ and designed around macros, lambdas, inline templates, etc. There are ongoing discussions on providing an official perfetto C API, but it is not yet clear when this will land on the perfetto roadmap.
> > The perfetto SDK is an amalgamated .h and .cc that adds up to 100K lines of code.
> > Anything that includes perfetto.h takes a long time to compile.
> > The current Perfetto SDK design is incompatible with being a shared library behind a C API.
>
> So, C++ on it's own isn't a showstopper, mesa has plenty of C++ code.
> But maybe we should verify that MSVC is happy with it, otherwise we
> need to take a bit more care in some parts of the codebase.
>
> As far as compile time, I wonder if we can regenerate the .cc/.h with
> only the gpu trace parts? But I wouldn't expect the .h to be
> something widely included. For example, for gpu timeline traces in
> freedreno, I'm expecting it to look like a freedreno_perfetto.cc with
> extern "C" {} around the callbacks that would hook into the
> u_tracepoint tracepoints. That one file would pull in the perfetto
> .h, and we'd just not build that file if perfetto was disabled.
>
> Overall having to add our own extern C wrappers in some places doesn't
> seem like the *end* of the world.. a bit annoying, but we might end up
> doing that regardless if other folks want the ability to hook in
> something other than perfetto?
>
> <snip>
>
> > Mesa Integration Alternatives
>
> I'm kind of leaning towards the "just slurp in the .cc/.h" approach..
> that is mostly because I expect to initially just add some basic gpu
> timeline tracepoints, but over time iterate on adding more.. it would
> be nice to not have to depend on a newer version of an external
> library at each step. That is ofc only my $0.02..
>
> BR,
> -R
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>
My experience is that vendoring just ends up being a huge pain for everyone, especially if the ui code stops working with our forked version, and we have to rebase all of our changes on upstream.
Could we add meson build files and use a wrap for this if the distro doesn't ship the library? Id be willing to do/help with an initial port if that's what we wanted to do. But since this really a dev dependency i don't see why using a wrap would be a big deal.
--
Dylan Baker
dylan at pnwbakers.com
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