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, 25 Jan 2017 17:02:08 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1352522980==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 6BCAF6EA09 for ; Wed, 25 Jan 2017 17:02:08 +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 --===============1352522980== Content-Type: multipart/alternative; boundary="14853637286.E6B8c.501"; charset="UTF-8" --14853637286.E6B8c.501 Date: Wed, 25 Jan 2017 17:02:08 +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 #55 from Timothee Besset --- Rocket League uses an async I/O thread to stream in content in the backgrou= nd. That thread works off of a queue and only does disk reads and decompression= (it doesn't issue any OpenGL calls for instance, that happens on a dedicated re= nder thread). The CPU usage you are seeing out of Rocket League is this thread being busy with decompression. This is generally normal and not an indication of a problem. However, when running with radeonsi, the async I/O thread is performing very poorly. Much, much worse than with amdgpupro. To the point that the main th= read has to wait for async and causes a significant hitch (up to 4 seconds in so= me logs I captured). I tend to agree that this problem is not related to shader compilation. The bumps from shader compilation are barely showing up in profiles. But it's definitely made a lot worse by running on radeonsi. On the same system with amdgpupro those same hitches can happen but they are in the 100/200ms range. At this point of the investigation, and due to scheduling constraints, I am likely only going to come back to this once Timothy Arceri has a shader cac= he implementation available. I suspect this will not help significantly but le= t's hope I'm wrong there. In the meantime there are some log files from the async thread compared bet= ween radeonsi and amdgpu-pro if someone feels like extracting some possibly usef= ul data: https://www.dropbox.com/s/d73jk66uhfrhv8l/amdgpupro-compressedread-timings.= log?dl=3D0 https://www.dropbox.com/s/1xfl3l24f5buzs0/radeonsi-compressedread-timings.l= og?dl=3D0 --=20 You are receiving this mail because: You are on the CC list for the bug.= --14853637286.E6B8c.501 Date: Wed, 25 Jan 2017 17:02:08 +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 # 55 on bug 97879<= /a> from = Timothee Besset
Rocket League uses an async I/O thread to stream in content in=
 the background.
That thread works off of a queue and only does disk reads and decompression=
 (it
doesn't issue any OpenGL calls for instance, that happens on a dedicated re=
nder
thread).

The CPU usage you are seeing out of Rocket League is this thread being busy
with decompression. This is generally normal and not an indication of a
problem.

However, when running with radeonsi, the async I/O thread is performing very
poorly. Much, much worse than with amdgpupro. To the point that the main th=
read
has to wait for async and causes a significant hitch (up to 4 seconds in so=
me
logs I captured).

I tend to agree that this problem is not related to shader compilation. The
bumps from shader compilation are barely showing up in profiles. But it's
definitely made a lot worse by running on radeonsi. On the same system with
amdgpupro those same hitches can happen but they are in the 100/200ms range.

At this point of the investigation, and due to scheduling constraints, I am
likely only going to come back to this once Timothy Arceri has a shader cac=
he
implementation available. I suspect this will not help significantly but le=
t's
hope I'm wrong there.

In the meantime there are some log files from the async thread compared bet=
ween
radeonsi and amdgpu-pro if someone feels like extracting some possibly usef=
ul
data:

https://www.dropbox.com/s/d73jk66uhfrhv8l/amdgpupro-=
compressedread-timings.log?dl=3D0
https://www.dropbox.com/s/1xfl3l24f5buzs0/radeonsi-co=
mpressedread-timings.log?dl=3D0


You are receiving this mail because:
  • You are on the CC list for the bug.
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