[Mesa-stable] [Mesa-dev] [PATCH] i965: Fix an off-by-1 error in the draw upload code's size calculation.
Ian Romanick
idr at freedesktop.org
Wed Oct 15 19:01:32 PDT 2014
On 10/15/2014 10:04 AM, Kenneth Graunke wrote:
> On Wednesday, October 15, 2014 09:50:42 AM Jason Ekstrand wrote:
>> On Tue, Oct 14, 2014 at 4:42 PM, Kenneth Graunke <kenneth at whitecape.org>
>> wrote:
>>
>>> According to INTEL_DEBUG=perf, "Borderlands: The Pre-Sequel" was
>>> stalling on nearly every glBufferSubData call, with very slightly
>>> overlapping busy ranges.
>>>
>>> It turns out the draw upload code was accidentally including an extra
>>> stride's worth of data in the vertex buffer size due to a simple
>>> off-by-one error. We considered this extra bit of buffer space to be
>>> busy (in use by the GPU), when it was actually idle.
>>>
>>
>> Nice Catch!
>>
>>
>>>
>>> The new diagram should make it easier to understand the formula. It's
>>> basically what I drew on paper when working through an actual
>>> glDrawRangeElements call.
>>>
>>> Eliminates all glBufferSubData stalls in "Borderlands: The Pre-Sequel."
>>>
>>> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
>>> Cc: mesa-stable at lists.freedesktop.org
>>> ---
>>> src/mesa/drivers/dri/i965/brw_draw_upload.c | 22 +++++++++++++++++++++-
>>> 1 file changed, 21 insertions(+), 1 deletion(-)
>>>
>>> No Piglit regressions on Haswell. This might help Dota 2 and Serious Sam 3
>>> as well, but I haven't checked.
>>>
>>> diff --git a/src/mesa/drivers/dri/i965/brw_draw_upload.c
>>> b/src/mesa/drivers/dri/i965/brw_draw_upload.c
>>> index 5a12439..6cb653c 100644
>>> --- a/src/mesa/drivers/dri/i965/brw_draw_upload.c
>>> +++ b/src/mesa/drivers/dri/i965/brw_draw_upload.c
>>> @@ -486,8 +486,28 @@ brw_prepare_vertices(struct brw_context *brw)
>>> offset = 0;
>>> size = intel_buffer->Base.Size;
>>> } else {
>>> + /* Compute the size/amount of data referenced by the
>>> GPU.
>>> + * If the data is interleaved, StrideB may be larger
>>> than
>>> + * _ElementSize. As an example, assume we have 2
>>> interleaved
>>> + * attributes A and B. The data is organized like this:
>>> + *
>>> + * Stride EltSize
>>> + * _,,_ ,
>>> + * / \ / \
>>> + * A: --- --- --- --- --- ---
>>> + * B: --- --- --- --- --- ---
>>> + *
>>> + * |===== 4 elts ======| (4-1) * Stride + EltSize
>>> + *
>>> + * max_index - min_index gives the number of elements
>>> that
>>> + * will be referenced. Say we're drawing 4 elements.
>>> On
>>> + * the first three, we need the full stride in order to
>>> get
>>> + * to the next element. But on the last, we only want
>>> the
>>> + * element size, since we don't actually read the other
>>> + * interleaved vertex attributes stored beyond that.
>>> + */
>>> offset = buffer->offset + min_index * buffer->stride;
>>> - size = (buffer->stride * (max_index - min_index) +
>>> + size = (buffer->stride * MAX2(max_index - min_index -
>>> 1, 0) +
>>> glarray->_ElementSize);
>>>
>>
>> I'm not so sure about this new formula. Looking at the docs on
>> glDrawRangeElements, the index range is inclusive on both ends meaning that
>> the number of elements drawn is max_index - min_index + 1. If that's the
>> case, then the old formula was correct. Are we using a half-open interval
>> in mesa?
>
> Yes, you're both right...I got tripped up by seeing (max_index - min_index) instead of (elements = max_index - min_index + 1) and then (elements - 1).
>
> Looking over the code, everything sure looks correct.
>
> Which leaves the question of why both Borderlands: TPS and Serious Sam 3 have all kinds of stalling with the current code, and work fine with no stalls with the patch.
>
> I wonder if the games are incorrectly translating DirectX's DrawIndexedPrimitive call, which takes MinIndex and NumVertices, where NumVertices is apparently supposed to be (Max-Min+1). I suppose I could ask...
That seems very likely. This may be an optimization / work-around to
enable via driconf. If two games make that mistake, you can be sure
there are others. :(
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