From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?) Date: Wed, 28 Sep 2016 02:40:10 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1078809942==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id C4D176E70F for ; Wed, 28 Sep 2016 02:40:10 +0000 (UTC) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============1078809942== Content-Type: multipart/alternative; boundary="14750304104.CFfa7CFb.17557"; charset="UTF-8" --14750304104.CFfa7CFb.17557 Date: Wed, 28 Sep 2016 02:40:10 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated https://bugs.freedesktop.org/show_bug.cgi?id=3D97879 --- Comment #30 from Michel D=C3=A4nzer --- (In reply to Eero Tamminen from comment #20) > Apitrace's own CPU overhead is so high that it's not very good for > identifying CPU bottlenecks. That may be true in general, but taking a CPU profile while replaying the referenced apitrace clearly shows that most of the CPU cycles during the startup phase are spent in the GLSL compiler frontend code for me. Can't you reproduce that? Anyway, it looks like there may be at least one other, not shader compilati= on related, issue at play here. But that doesn't mean nothing can be done about the shader compilation issue. --=20 You are receiving this mail because: You are on the CC list for the bug.= --14750304104.CFfa7CFb.17557 Date: Wed, 28 Sep 2016 02:40:10 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated

Commen= t # 30 on bug 97879<= /a> from Michel D=C3=A4nzer
(In reply to Eero Tamminen from comment #20)
> Apitrace's own CPU overhead is so high that it's=
 not very good for
> identifying CPU bottlenecks.

That may be true in general, but taking a CPU profile while replaying the
referenced apitrace clearly shows that most of the CPU cycles during the
startup phase are spent in the GLSL compiler frontend code for me. Can't you
reproduce that?

Anyway, it looks like there may be at least one other, not shader compilati=
on
related, issue at play here. But that doesn't mean nothing can be done about
the shader compilation issue.


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