Clearly my "native" implementation somehow fails to capture some goodness from 
TBB.  I'll see if I can figure out the missing ingredient.  In the mean time, 
we'll keep TBB in place until we can match its performance.

        -- lg


On Apr 18, 2012, at 7:43 AM, Ramon Montoya Vozmediano wrote:

> Here is the comparison between the old code with TBB and the patch with TBB 
> off. It does look like performance is hit as threads increase.
> 
> Done on a 24/12 cores machine running linux, rendering production data with 
> arnold. I ran two comparisons, one with AA_samples 1 and another with 
> AA_samples 6,
> 
> Columns are:
> number of threads
> time
> cpu time
> system time
> time speedup
> threading efficiency ( adjusted to disregard hyperthreading effects)
> I applied the patch to OpenImageIO ver 0.10.7, 
> 
> TBB                                               no TBB + patch
> -------        textures ON                                -------  textures ON
> t1    29.9    29.8    0.1     x1.0    100%        t1      29.6    29.5    0.1 
>     x1.0    100%
> t6    6.5     31.4    0.2     x4.6    94%         t6      6.6     31.9    0.2 
>     x4.5    92%
> t12   4.0     32.7    0.5     x7.5    90%         t12     4.0     33.6    0.5 
>     x7.3    87%
> t18   3.6     41.9    1.1     x8.2    70%         t18     3.9     45.4    2.3 
>     x7.6    62%
> t24   3.6     51.6    3.3     x8.3    55%         t24     4.7     67.5    
> 10.5    x6.3    38%
> -------        textures OFF                               -------  textures 
> OFF
> t1    23.8    23.8    0.1     x1.0    100%        t1      23.4    23.3    0.1 
>     x1.0    100%
> t6    5.4     25.3    0.1     x4.4    94%         t6      5.3     24.6    0.1 
>     x4.4    95%
> t12   3.2     25.3    0.1     x7.5    94%         t12     3.2     25.1    0.1 
>     x7.4    92%
> t18   3.0     32.1    0.1     x7.9    74%         t18     3.0     31.4    0.1 
>     x7.8    74%
> t24   2.8     36.6    0.1     x8.6    65%         t24     2.7     35.8    0.1 
>     x8.5    65%
> 
> And the same scene with AA_samples set to 6
> 
> TBB                                                 no TBB + patch
> -------        textures ON                                -------  textures ON
> t1    785.8   785.6   0.1     x1.0    100%        t1      797.7   797.5   0.1 
>     x1.0    100%
> t6    140.7   833.5   3.0     x5.6    94%         t6      143.3   847.8   4.0 
>     x5.6    94%
> t12   75.9    878.9   12.0    x10.4   88%         t12     82.3    944.6   
> 23.5    x9.7    82%
> t18   80.2    1348.0  52.6    x9.8    56%         t18     95.7    1509.1  
> 149.5   x8.3    48%
> t24   85.6    1729.8  219.7   x9.2    40%         t24     133.9   2460.0  
> 545.2   x6.0    27%
> -------        textures OFF                               -------  textures 
> OFF
> t1    617.2   617.1   0.1     x1.0    100%        t1      620.4   620.2   0.1 
>     x1.0    100%
> t6    107.0   634.7   0.1     x5.8    97%         t6      107.4   637.2   0.1 
>     x5.8    97%
> t12   55.2    646.1   0.2     x11.2   96%         t12     55.0    643.3   0.2 
>     x11.3   96%
> t18   55.1    963.1   0.2     x11.2   64%         t18     50.2    878.2   0.3 
>     x12.4   71%
> t24   47.1    1088.8  0.3     x13.1   57%         t24     47.5    1101.5  0.4 
>     x13.1   56%
> 
> r
> 
> On Thu, Apr 12, 2012 at 7:42 AM, Ramon Montoya Vozmediano 
> <[email protected]> wrote:
> Thanks for the clarification!
> 
> Will do.
> 
> r
> 
> 
> On Wed, Apr 11, 2012 at 6:44 AM, Larry Gritz <[email protected]> wrote:
> Fantastic, thanks.  But please don't just test TBB vs no TBB with old code... 
> you need to test my patch from this pull request, which eliminates much of 
> the performance gap of the "no TBB" case.
> 
>        -- lg
> 
> 
> On Apr 10, 2012, at 7:56 AM, Ramon Montoya Vozmediano wrote:
> 
> > Hi,
> >
> > At Solid Angle we have some customers' scenes that we use to test threading 
> > performance, we will report back on how TBB vs no TBB performs on linux and 
> > windows,
> >
> > Ramon
> 
> --
> Larry Gritz
> [email protected]
> 
> 
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> 
> 
> 
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--
Larry Gritz
[email protected]


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