From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ@public.gmane.org
Subject: [Bug 96355] New: Performance: extra&costly SSBO
validation even when SSBO aren't used
Date: Fri, 03 Jun 2016 07:53:01 +0000
Message-ID:
Bug ID
96355
Summary
Performance: extra&costly SSBO validation even when SSBO =
aren't used
Product
Mesa
Version
git
Hardware
Other
OS
All
Status
NEW
Severity
normal
Priority
medium
Component
Drivers/DRI/nouveau
Assignee
nouveau@lists.freedesktop.org
Reporter
gregory.hainaut@gmail.com
QA Contact
nouveau@lists.freedesktop.org
Hello,
I'm currently trying to profile my application (PCSX2) with Mesa. I don't k=
now
if my GPU (GTX760) is properly reclocked but my app is often CPU limited. It
could just be the IO operation that are very slow.
Anyway, Perf-Event shows that nvc0_validate_buffers is (too) often called.
+ 8.78% 7.98% pcsx2_GSReplayL nouveau_dri.so nvc0_validate_buffers
My understanding of the code is that every time we switch a shader program,=
a
full SSBO bind/validation is called. nvc0_set_shader_buffers will dirty buf=
fer
state (NVC0_NEW_3D_BUFFERS). The trick is that my application doesn't use S=
SBO
(only UBO). Is it expected to call SSBO validation code when the shader pro=
gram
doesn't use them? If not, a validation shortcut will be nice.
If it can help, here the backtrace from nvc0_set_shader_buffers=20
#0 nvc0_set_shader_buffers (pipe=3D0x87c51e0, shader=3D0, start=3D16, nr=
=3D16,
buffers=3D0x0) at nvc0/nvc0_state.c:1331
#1 0xf464acc4 in st_bind_ssbos (shader=3D0x8b106bc, shader_type=3D0, st=3D=
0x877ca38,
st=3D0x877ca38) at state_tracker/st_atom_storagebuf.c:86
#2 0xf464ad0d in bind_vs_ssbos (st=3D0x877ca38) at
state_tracker/st_atom_storagebuf.c:101
#3 0xf4647411 in st_validate_state (st=3D0x877ca38, pipeline=3DST_PIPELINE=
_RENDER)
at state_tracker/st_atom.c:289
#4 0xf46638ef in st_draw_vbo (ctx=3D0x8801f60, prims=3D0xffffa990, nr_prim=
s=3D1,
ib=3D0xffffa980, index_bounds_valid=3D0 '\000', min_index=3D4294967295,
max_index=3D4294967295, tfb_vertcount=3D0x0,=20
stream=3D0, indirect=3D0x0) at state_tracker/st_draw.c:176
#5 0xf46270f9 in vbo_validated_drawrangeelements (ctx=3Dctx@entry=3D0x=
8801f60,
mode=3Dmode@entry=3D4, index_bounds_valid=3D0 '\000', start=3D429496729=
5,
end=3D4294967295, count=3D6, type=3D5125,=20
indices=3D0x25258, basevertex=3D19047, numInstances=3D1, baseInstance=
=3D0) at
vbo/vbo_exec_array.c:849
#6 0xf46274bc in vbo_exec_DrawElementsBaseVertex (mode=3D4, count=3D6, typ=
e=3D5125,
indices=3D0x25258, basevertex=3D19047) at vbo/vbo_exec_array.c:1007
#7 0xf6ddf422 in shared_dispatch_stub_702 (mode=3D4, count=3D6, type=3D512=
5,
indices=3D0x25258, basevertex=3D19047) at shared-glapi/glapi_mapi_tmp.h:212=
35
#8 0xf6362e0a in Draw (this=3D<optimized out>, this=3D<optimized =
out>,
basevertex=3D<optimized out>, mode=3D<optimized out>)
Feel free to ask trace/debug info.
Best regards