<div dir="auto">It should be very easy to move the compression and I/O to another thread using gallium/util/u_queue. It's a perfect match for this kind of thing.<div dir="auto"><div dir="auto"><br></div><div dir="auto">Marek</div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mar 2, 2017 11:12 PM, "Grigori Goronzy" <<a href="mailto:greg@chown.ath.cx">greg@chown.ath.cx</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">On 2017-03-02 10:08, Timothy Arceri wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
On 02/03/17 18:45, Tobias Droste wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Hi Timothy,<br>
<br>
if you plan to support multiple compression algorithms, shouldn't "struct<br>
cache_entry_file_data" contain some info about what compression algorithm was<br>
used to compress the data? Or is this already there and I missed it?<br>
</blockquote>
<br>
I don't plan to support more than one. I'm just saying it's a<br>
possibility for the future, depending on further analysis and<br>
requirements from different hardware. But right now I would just like<br>
to land zlib support so we have a baseline to work from.<br>
<br>
</blockquote>
<br>
Like outlined on IRC, for the time being can you reconsider the compression level, though?<br>
<br>
The cache currently quite noticeably affects shader loading time on first hit, i.e. when the cache is cold. Cache I/O and compression is right now done synchronously, so it even happens without compression on a system with fast SSD. Here's a summary of the numbers I gathered from the initial loading screens of DE:MD on an Athlon X4 860k:<br>
<br>
No Cache 215 sec<br>
<br>
Cold Cache zlib BEST_COMPRESSION 285 sec<br>
Warm Cache zlib BEST_COMPRESSION 33 sec<br>
<br>
Cold Cache zlib BEST_SPEED 264 sec<br>
Warm Cache zlib BEST_SPEED 33 sec<br>
<br>
Cold Cache no compression 266 sec<br>
Warm Cache no compression 34 sec<br>
<br>
The total cache size for that game is 48 MiB with BEST_COMPRESSION, 56 MiB with BEST_SPEED and 170 MiB with no compression.<br>
<br>
What In conclude from these numbers is that<br>
<br>
a) the cache works really well! A warmed cache cuts down loading time by an order of magnitude,<br>
b) compression does a good job of reducing the cache size (which probably helps with traditional spinning disk HDDs, and when disk space is limited),<br>
c) decompression always seems Fast Enough On My Computer™.<br>
<br>
However, I also notice that BEST_COMPRESSION doesn't really affect the total size of the cache files much compared to BEST_SPEED, while it does noticeably increase the cold cache shader loading time. So in the end, BEST_SPEED might be a better compromise, particularly for systems with a slow CPU.<br>
<br>
Apart from that, consider the series<br>
Reviewed-by: Grigori Goronzy <<a href="mailto:greg@chown.ath.cx" target="_blank">greg@chown.ath.cx</a>><br>
<br>
Best regards<br>
Grigori<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<br>
Am Donnerstag, 2. März 2017, 03:20:05 CET schrieb Matt Turner:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
On Wed, Mar 1, 2017 at 2:19 PM, Timothy Arceri <<a href="mailto:tarceri@itsqueeze.com" target="_blank">tarceri@itsqueeze.com</a>><br>
</blockquote>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
IMO we should go with zlib and people can provide future patches with<br>
justifications/stats for using a different library over zlib just like we<br>
do for any other performance based patch.<br>
</blockquote>
<br>
Yes, agreed. "Which compression should we use?" is one of the easiest<br>
bikesheds to paint.<br>
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