From: bugzilla-daemon@freedesktop.org
To: dri-devel@lists.freedesktop.org
Subject: [Bug 110229] Textures binded to framebuffer objects or images are not correctly updated.
Date: Fri, 29 Mar 2019 21:39:31 +0000 [thread overview]
Message-ID: <bug-110229-502-CvVbNGxHc0@http.bugs.freedesktop.org/> (raw)
In-Reply-To: <bug-110229-502@http.bugs.freedesktop.org/>
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https://bugs.freedesktop.org/show_bug.cgi?id=110229
--- Comment #14 from Laurent <laurentduroisin@gmail.com> ---
(In reply to Laurent from comment #13)
> "I'm afraid that's not the problem. The drivers compile the whole shader,
> then copy it to memory, and the entire content is present before the shader
> stops executing. This has been extensively battle-tested in many games,
> conformance suites, computer-vision analysis, industrial-scale movie
> renders, etc."
>
> Yeah but the shader'll not stop if he's not launched, and you have to use
> some synchronisation mechanism to copy the content before the shader stops.
>
>
> "The real answer is that maintaining these drivers is a lot of work, and the
> people developing it cannot always drop everything to examine your source
> code and debug a relatively complex application for you in the space of a
> few days."
>
> Yes of course.
>
> "GPU execution is very, very, different from CPU execution: in particular,
> fragment shading is massively parallel (frequently within tiles). It may be
> that the execution order is not what you expect, or the access to shared
> variables is also not what you expect. It's hard to tell from the code,
> since the per-fragment linked-list approach you have is definitely ...
> novel."
>
> Yeah so there are one thread per fragment and not per instruction.
> With the CPU you need mutex to avoid concurrent access, and I think two CPU
> thread cannot write/read to/from the memory at the same time, the GPU can
> because he use one micro controller per thread (if I'm not wrong) so you
> don't need to protect from concurrent access but you need to use an OIT
> mechanism in the driver (I think) because you don't know which thread'll
> write to the memory first...
And (I've forgot), using mutex is slow so, normally we don't use them with the
GPU.
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next prev parent reply other threads:[~2019-03-29 21:39 UTC|newest]
Thread overview: 42+ messages / expand[flat|nested] mbox.gz Atom feed top
2019-03-23 22:55 [Bug 110229] The driver is not waiting the shader have finished to update the framebuffer before displaying it bugzilla-daemon
2019-03-23 23:22 ` bugzilla-daemon
2019-03-24 8:34 ` bugzilla-daemon
2019-03-25 10:06 ` bugzilla-daemon
2019-03-25 10:06 ` bugzilla-daemon
2019-03-25 21:40 ` bugzilla-daemon
2019-03-26 0:27 ` bugzilla-daemon
2019-03-26 17:22 ` bugzilla-daemon
2019-03-26 22:09 ` bugzilla-daemon
2019-03-27 0:39 ` bugzilla-daemon
2019-03-27 17:33 ` bugzilla-daemon
2019-03-27 18:28 ` bugzilla-daemon
2019-03-29 14:23 ` bugzilla-daemon
2019-03-29 14:31 ` bugzilla-daemon
2019-03-29 15:43 ` bugzilla-daemon
2019-03-29 15:51 ` [Bug 110229] Textures binded to framebuffer objects or images are not correctly updated bugzilla-daemon
2019-03-29 21:36 ` bugzilla-daemon
2019-03-29 21:39 ` bugzilla-daemon [this message]
2019-03-30 8:11 ` bugzilla-daemon
2019-03-30 18:41 ` bugzilla-daemon
2019-03-31 3:08 ` bugzilla-daemon
2019-04-01 8:57 ` bugzilla-daemon
2019-04-01 9:11 ` bugzilla-daemon
2019-04-01 11:12 ` bugzilla-daemon
2019-04-01 11:19 ` bugzilla-daemon
2019-04-01 12:05 ` bugzilla-daemon
2019-04-01 12:20 ` bugzilla-daemon
2019-04-01 12:28 ` bugzilla-daemon
2019-04-08 13:19 ` bugzilla-daemon
2019-04-11 10:46 ` bugzilla-daemon
2019-04-11 10:47 ` [Bug 110229] glMemoryBarrier doesn't work bugzilla-daemon
2019-04-11 10:47 ` bugzilla-daemon
2019-04-11 11:31 ` bugzilla-daemon
2019-04-11 13:23 ` bugzilla-daemon
2019-04-11 13:28 ` bugzilla-daemon
2019-04-11 13:34 ` bugzilla-daemon
2019-04-11 15:00 ` bugzilla-daemon
2019-04-11 15:36 ` bugzilla-daemon
2019-04-11 15:39 ` bugzilla-daemon
2019-04-11 18:05 ` bugzilla-daemon
2019-04-12 9:53 ` bugzilla-daemon
2019-04-12 13:03 ` bugzilla-daemon
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