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    <p>Just to clarify my email, I wasn't saying shader-cache should
      land before this, or that we should prioritize one over the other.
      I was simply venting frustration that I had to keep it rebased out
      of tree and keep it passing piglit when it seems I didn't need
      too. This is nothing against this series or Marek. <br>
    </p>
    <p>Shader-cache has been in a useful state for at least the past 6
      months it would have been nice to get it in and have real users
      testing. I agree that this is probably the only way to get this
      series tested and up to scratch also. I do think we should try to
      at least get piglit mostly working before merging (looks like
      Gregory has made some progress with this) even if piglit is
      unlikely to be the best test case for this, it seems like it a low
      bar to have to clear.</p>
    <p>Tim<br>
    </p>
    <div class="moz-cite-prefix">On 11/02/17 00:29, Marek Olšák wrote:<br>
    </div>
    <blockquote
cite="mid:CAAxE2A5F75RjzbK40COcPQrXWktFwzi+qB8ctj3MRo5=a1PRBA@mail.gmail.com"
      type="cite">
      <div dir="auto">I never disagreed with you about shader cache and
        I never said that glthread would be merged first. I'm just
        describing the situation and recent news.
        <div dir="auto"><br>
        </div>
        <div dir="auto">Marek<br>
          <div dir="auto"><br>
            <div class="gmail_extra"><br>
              <div class="gmail_quote">On Feb 10, 2017 2:15 PM, "Edward
                O'Callaghan" <<a moz-do-not-send="true"
                  href="mailto:funfunctor@folklore1984.net">funfunctor@folklore1984.net</a>>
                wrote:<br type="attribution">
                <blockquote class="quote" style="margin:0 0 0
                  .8ex;border-left:1px #ccc solid;padding-left:1ex">Wait
                  what? You just side stepped everything I just said
                  with regards to<br>
                  prioritizing the volume of work that went into shader
                  caching over gl<br>
                  dispatch with essentially `gl dispatch is really great
                  and our users<br>
                  friend it super useful now`.<br>
                  <br>
                  That's fine, I'm not ageist it, maybe you
                  misinterpreted me? However<br>
                  that is nothing to do with what I was saying, as to
                  reiterate my point<br>
                  was precise and finely scoped; We should get shader
                  caching i's and t's<br>
                  dotted and crossed and help Timothy get though the
                  last 5% there.<br>
                  <br>
                  Kind Regards,<br>
                  Edward.<br>
                  <div class="quoted-text"><br>
                    On 02/11/2017 12:01 AM, Marek Olšák wrote:<br>
                    > FYI. Civilization VI is another game that works
                    with and benefits from<br>
                    > glthread. The game was just released. Even
                    Nvidia is CPU-bound on<br>
                    > highest details and can't reach 45 fps with
                    full hd. People wanting to<br>
                    > play Civ VI with decent frame rate will want
                    glthread. I don't think<br>
                    > they care too much about our the community
                    processes, so I expect there<br>
                    > will be quite a few users using out-of-tree
                    builds of Mesa.<br>
                    ><br>
                    > Also, Pierre-Loup from Valve said on IRC
                    yesterday that they are<br>
                    > probably gonna ship glthread and make their own
                    whitelist, regardless of<br>
                    > the outcome of this discussion. It would be
                    preferable to have that<br>
                    > whitelist in master too, but that may be
                    difficult if we can't merge it.<br>
                    ><br>
                    > If distributions and vendors start shipping
                    glthread, we might as well<br>
                    > merge it, because at that point there is no
                    advantage in keeping this<br>
                    > out of tree if it forces users to use out of
                    tree builds. We'll get bug<br>
                    > reports regardless.<br>
                    ><br>
                    > Also Eero, I don't care about glmark at this
                    very moment. It's not like<br>
                    > I'm merging this today, so it doesn't matter.
                    Maybe it will matter next<br>
                    > week or next month. We'll likely not support
                    glmark anyway, so the fix<br>
                    > will most likely be disabling multithreading on
                    the fly than trying to<br>
                    > fix the crash.<br>
                    ><br>
                    > Marek<br>
                    ><br>
                    ><br>
                    > On Feb 10, 2017 12:58 PM, "Edward O'Callaghan"<br>
                  </div>
                  <div class="quoted-text">> <<a
                      moz-do-not-send="true"
                      href="mailto:funfunctor@folklore1984.net">funfunctor@folklore1984.net</a>
                    <mailto:<a moz-do-not-send="true"
                      href="mailto:funfunctor@folklore1984.net">funfunctor@<wbr>folklore1984.net</a>>>
                    wrote:<br>
                    ><br>
                    ><br>
                    ><br>
                    >     On 02/10/2017 10:50 PM, Marek Olšák wrote:<br>
                    >     > On Fri, Feb 10, 2017 at 12:48 PM,
                    Edward O'Callaghan<br>
                  </div>
                  >     > <<a moz-do-not-send="true"
                    href="mailto:funfunctor@folklore1984.net">funfunctor@folklore1984.net</a>
                  <mailto:<a moz-do-not-send="true"
                    href="mailto:funfunctor@folklore1984.net">funfunctor@<wbr>folklore1984.net</a>>><br>
                  <div class="quoted-text">>     wrote:<br>
                    >     >><br>
                    >     >><br>
                    >     >> On 02/10/2017 10:36 PM, Marek
                    Olšák wrote:<br>
                    >     >>> On Fri, Feb 10, 2017 at 12:26
                    PM, Edward O'Callaghan<br>
                    >     >>> <<a moz-do-not-send="true"
                      href="mailto:funfunctor@folklore1984.net">funfunctor@folklore1984.net</a><br>
                  </div>
                  <div class="quoted-text">>     <mailto:<a
                      moz-do-not-send="true"
                      href="mailto:funfunctor@folklore1984.net">funfunctor@<wbr>folklore1984.net</a>>>
                    wrote:<br>
                    >     >>>><br>
                    >     >>>><br>
                    >     >>>> On 02/08/2017 09:13 AM,
                    Timothy Arceri wrote:<br>
                    >     >>>>> On Tue, 2017-02-07 at
                    10:56 +0100, Marek Olšák wrote:<br>
                    >     >>>>>> On Tue, Feb 7,
                    2017 at 2:57 AM, Kenneth Graunke<br>
                    >     <<a class="moz-txt-link-abbreviated" href="mailto:kenneth@whitecape.or">kenneth@whitecape.or</a><br>
                    >     >>>>>> g> wrote:<br>
                    >     >>>>>>> On Monday,
                    February 6, 2017 8:54:40 PM PST Marek Olšák wrote:<br>
                    >     >>>>>>>> On Mon,
                    Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand<br>
                  </div>
                  >     <<a moz-do-not-send="true"
                    href="mailto:ernstp@gmail.com">ernstp@gmail.com</a>
                  <mailto:<a moz-do-not-send="true"
                    href="mailto:ernstp@gmail.com">ernstp@gmail.com</a>><br>
                  <div class="elided-text">>   
                     >>>>>>>>> wrote:<br>
                    >     >>>>>>>>> FYI
                    glmark2 segfaults with mesa_glthread=true. Expected
                    that<br>
                    >     >>>>>>>>> some
                    programs<br>
                    >     >>>>>>>>> will
                    segfault?<br>
                    >     >>>>>>>><br>
                    >     >>>>>>>> Yes, even
                    segfaults are expected with mesa_glthread=true.<br>
                    >     >>>>>>>><br>
                    >     >>>>>>>> Marek<br>
                    >     >>>>>>><br>
                    >     >>>>>>> Would it make
                    sense to be crash-free or even regression-free<br>
                    >     on at<br>
                    >     >>>>>>> least Piglit,
                    before merging?  (Or are we there already?)<br>
                    >     >>>>>><br>
                    >     >>>>>> It's not
                    necessary. glthread is disabled by default. Nobody
                    has<br>
                    >     >>>>>> tested<br>
                    >     >>>>>> piglit with
                    glthread. That will follow after it's been merged,
                    or<br>
                    >     >>>>>> never if it's
                    never merged.<br>
                    >     >>>>><br>
                    >     >>>>> I've been trying to
                    land shader-cache patches that actually do<br>
                    >     pass<br>
                    >     >>>>> piglit for over a year
                    with the same reasoning that it will be<br>
                    >     disable<br>
                    >     >>>>> by default and can
                    only be improved with testing I can't<br>
                    >     possibly do on<br>
                    >     >>>>> my own.<br>
                    >     >>>>><br>
                    >     >>>>> Although I have no
                    objections to this being merged I'll be<br>
                    >     extremely<br>
                    >     >>>>> frustrated if this is
                    allowed to be merged known to not even pass<br>
                    >     >>>>> piglit while I've
                    wasted countless hours rebasing shader cache<br>
                    >     over<br>
                    >     >>>>> many months.<br>
                    >     >>>>><br>
                    >     >>>><br>
                    >     >>>> Regardless of all the
                    chatter on this thread in and around GL<br>
                    >     dispatch,<br>
                    >     >>>> which I agree poses
                    significant challenges to get into<br>
                    >     something 'ideal'<br>
                    >     >>>> - which is hard to define
                    for something like this..<br>
                    >     >>>><br>
                    >     >>>> I think Timothy makes a
                    really fair and just case here; in<br>
                    >     that, could<br>
                    >     >>>> we perhaps prioritize
                    getting the shader cache stuff in before<br>
                    >     >>>> attempting GL dispatch? I
                    think this both morally and<br>
                    >     technically the<br>
                    >     >>>> right thing to do in my
                    humble opinion.<br>
                    >     >>><br>
                    >     >>> There is a small difference.
                    The shader cache is expected to be<br>
                    >     >>> enabled by default, so there
                    is a certain level of quality required.<br>
                    >     >><br>
                    >     >> Hey Marek,<br>
                    >     >><br>
                    >     >> I am under the impression that it
                    being enabled by default isn't<br>
                    >     a hard<br>
                    >     >> requirement for it to be merged.
                    Maybe Timothy can weigh in on it<br>
                    >     when<br>
                    >     >> he is online?<br>
                    >     ><br>
                    >     > There is no official hard requirement.
                    Everything is a judgement call<br>
                    >     > based on circumstances.<br>
                    ><br>
                    >     Yes, OK, I agree; So why assert the above
                    response then? Who is<br>
                    >     expecting it to be enabled by default? To
                    reiterate I believe Timothy<br>
                    >     would like it merged first and foremost,
                    then perhaps enable it by<br>
                    >     default if that is OK with everyone. I
                    didn't see anywhere he expected<br>
                    >     it to be on by default. However we should
                    wait for his response on that.<br>
                    ><br>
                    >     Regards,<br>
                    >     Edward.<br>
                    ><br>
                    >     ><br>
                    >     > Marek<br>
                    >     ><br>
                    ><br>
                    <br>
                  </div>
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