From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@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
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Date: Fri, 29 Mar 2019 21:39:31 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D110229
--- Comment #14 from Laurent ---
(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 shad=
er
> stops executing. This has been extensively battle-tested in many games,
> conformance suites, computer-vision analysis, industrial-scale movie
> renders, etc."
>=20
> 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 stop=
s.
>=20
>=20
> "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."
>=20
> Yes of course.
>=20
> "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."
>=20
> 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 C=
PU
> 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.
--=20
You are receiving this mail because:
You are the assignee for the bug.=
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Date: Fri, 29 Mar 2019 21:39:31 +0000
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Auto-Submitted: auto-generated
Comme=
nt # 14
on bug 11022=
9
from Laurent
(In reply to Laurent from comment #13)
> "I'm afraid that's not the problem. The dri=
vers compile the whole shader,
> then copy it to memory, and the entire content is present before the s=
hader
> stops executing. This has been extensively battle-tested in many games,
> conformance suites, computer-vision analysis, industrial-scale movie
> renders, etc."
>=20
> 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 s=
tops.
>=20
>=20
> "The real answer is that maintaining these drivers is a lot of wo=
rk, and the
> people developing it cannot always drop everything to examine your sou=
rce
> code and debug a relatively complex application for you in the space o=
f a
> few days."
>=20
> Yes of course.
>=20
> "GPU execution is very, very, different from CPU execution: in pa=
rticular,
> fragment shading is massively parallel (frequently within tiles). It m=
ay be
> that the execution order is not what you expect, or the access to shar=
ed
> 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."
>=20
> 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 tw=
o 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 y=
ou
> 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.
You are receiving this mail because:
- You are the assignee for the bug.
=
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