Here are the performance marks for the third patch:
All tests are performed with VirtualGL's Emulated Monitor Refresh Rate
at 60.
The '-fps' and '-sp' switches were not used.
(glxgears -interval n)
INTERVAL FPS CPU
0 27250 100%
1 60 1%
2 30 1%
3 20 0%
4 15 0%
(wine wglgears -interval n)
INTERVAL FPS CPU
0 15850 95%
1 60 1%
2 30 1%
3 20 0%
4 15 0%
(vglrun glxgears -interval n)
INTERVAL FPS CPU
0 1098 109%
1 60 6%
2 30 3%
3 20 2%
4 15 2%
(vglrun wine wglgears -interval n)
INTERVAL FPS CPU
0 940 109%
1 60 7%
2 30 4%
3 20 3%
4 15 2%
(vglrun wine game, using in-game directx present interval)
INTERVAL FPS CPU
0 117 99%
1 58 55%
2 29 29%
3 19 19%
4 14 15%
---
Thanks,
Dyweni
On 2013-06-04 16:07, Dyweni - VirtualGL-Users wrote:
> Attached is the third version of the patch. This adds the following
> functionality to VirtualGL 2.3.2:
>
> - Advertise support for the GLX Swap Control extensions
> (GLX_EXT_swap_control, GLX_SGI_swap_control).
> - Modify glXQueryDrawable() to intercept the attributes
> 'GLX_SWAP_INTERVAL_EXT' and 'GLX_MAX_SWAP_INTERVAL_EXT' and return our
> simulated interval values.
> - Modify glXSwapBuffers() to simulate the "sync to vblank"
> functionality.
> - Add glXSwapIntervalEXT() to set the glxSwapInterval (required for
> the GLX_EXT_swap_control extension).
> - Modify glXSwapIntervalEXT() to set the glxSwapInterval (required
> for the GLX_SGI_swap_control extension).
> - Modify VGLConfig to expose the "Emulated Monitor Refresh Rate"
> setting.
> - Modify VGLRUN to override the default value (60) of the "Emulated
> Monitor Refresh Rate" setting.
>
>
> ---
> Thanks,
> Dyweni
>
> On 2013-06-04 15:16, Dyweni - VirtualGL-Users wrote:
>> Hi DRC,
>> You are correct. Running vglrun with '-sp -fps 60' limits the 3D
>> rendering rate as you described. The 3D rendering rate follows the
>> -fps
>> value. I didn't realize that -sp would lock the two rates together.
>> I have another patch coming soon that implements GLX_SGI_swap_control
>> /
>> glXSwapIntervalSGI and perfects the delay within glXSwapBuffers.
>>
>> ---
>> Thanks,
>> Dyweni
>>
>> On 2013-06-04 14:13, DRC wrote:
>>> Dyweni,
>>> I await your response on this before I proceed any further. I need
>>> to
>>> resolve the matter of whether you simply forgot to disable frame
>>> spoiling (which is what I suspect, since your previous messages made
>>> no
>>> mention of using the -sp switch to vglrun or setting VGL_SPOIL to 0)
>>> or
>>> whether, for whatever reason, disabling it did not lock the 3D
>>> rendering
>>> rate to VGL_FPS (and if that's the case, I'm not sure I understand
>>> how
>>> that could happen.)
>>>
>>>
>>>> You have to disable frame spoiling in order for the -fps option to
>>>> limit
>>>> the actual 3D rendering rate:
>>>> Did you pass 'sp' to vglrun?
>>>> vglrun -sp -fps {f} {application}
>>>> I am more keen on the idea of implementing GLX_EXT_swap_control as
>>>> opposed to implementing a separate frame rate governor, and I will
>>>> look
>>>> at your patch in detail. However, I also want to understand
>>>> whether
>>>> doing the above (using the existing frame rate governor without
>>>> frame
>>>> spoiling) accomplishes a similar effect and, if not, why not.
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