On 22.01.2016 15:17, Marek Olšák wrote:
On Fri, Jan 22, 2016 at 6:17 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
On 11.01.2016 21:32, Nicolai Hähnle wrote:

here is a new version of the series. I'm calling it v3 even though I never
sent v2 because it contains v3 of the main patch. Changes relative to v1:

- disable cache on USAGE_TEXTURE_BUFFER and bool/GLboolean nit
- disable cache only temporarily when a persistent writable mapping exists
- add a MESA_NO_MINMAX_CACHE environment variable that disables caches
    completely
- track hits and misses and disable the cache on a per-BO basis if the
    hit rate is low

The last point is on a per-BO basis because applications don't always have
the same usage pattern for all BOs.

There is also a new util/hash_table patch which I added for an idea that I
ultimately rejected, but it turns out to be useful elsewhere, so I'm
sending it along while I'm at it.

I benchmarked this series with a couple of tests from PTS, using low
resolutions in an attempt to emphasize CPU usage. Their performance is
unaffected, with averages with/without this series within the measurement
tolerance of each other. That there's no regression is good news, and that
there's no improvement is to be expected - if one of these tests had been
affected by the problem this series addresses, someone else would probably
have done it much earlier ;)

Please review!


Ping... any opinions on this series? Other than Matt's coding style comment,
I haven't received anything.

I'm looking at your FDO repo and some patches have my Rbs. These that don't:

util/hash_table: add _mesa_hash_table_num_entries
mesa: add USAGE_DISABLE_MINMAX_CACHE flag to buffer UsageHistory
vbo: disable the minmax cache when the hit rate is low
mesa: add MESA_NO_MINMAX_CACHE environment variable

are:
Reviewed-by: Marek Olšák <marek.ol...@amd.com>

Anything else?

Thanks. I'll wait to see if Ian has anything else to say after his comments on the first version of the series, so I'll give it until some time next week.

Cheers,
Nicolai


Marek

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