On 01/20/2016 11:31 AM, Ilia Mirkin wrote:
On Wed, Jan 20, 2016 at 4:22 AM, Tapani Pälli <tapani.pa...@intel.com> wrote:
On 01/20/2016 11:16 AM, Ilia Mirkin wrote:
On Wed, Jan 20, 2016 at 4:09 AM, Tapani Pälli <tapani.pa...@intel.com>
wrote:
On 01/20/2016 10:26 AM, Ilia Mirkin wrote:
On Tue, Jan 19, 2016 at 6:35 AM, Tapani Pälli <tapani.pa...@intel.com>
wrote:
On 01/19/2016 01:14 PM, Ilia Mirkin wrote:
The data structure is a (memory) heap... there appears to be one in
mesa/main/mm.h. There's also one in nouveau_heap.h which is quite
simple and totally unreliant on nouveau, just happens to be there. How
hard would it be to integrate something like that?
The trouble with adding slow things is that you forget about them, and
they're not _that_ slow, but this stuff adds up.
The solution I had in mind is to build a list of empty slots when
allocating
remaptable or while finding slots (keep pushing unused empty slots to
list)
... but if possible I would prefer optimization later. First of all,
this
is
quite exotic path to hit with a real program (last words ... yes yes).
Secondly, and more importantly, we can apply for certification sooner,
there
are very few failures left.
I see you pushed this patch without concluding this discussion.
Certification may be something that you (personally, as a company,
whatever) are striving for, but that doesn't mean that you get to
ignore reviewer feedback.
I'm sorry if you have that impression but I'm not ignoring review
feedback.
I agree that the find function is not 'optimal' and have planned how to
optimize it and I'm happy with any changes if someone wants to optimize
and
refactor it instead. However, I've noticed this to be not a bottleneck
and
cold path so because of the schedule I'm asking to do this later.
Perhaps in the end you're actually right, I don't know, but we
certainly didn't agree on anything. I'm inclined to push out a revert
while this is being sorted out.
I'm surprised to see this as such a big deal.
// Tapani
The big deal is pushing the patch before concluding the discussion.
Getting back to the matter at hand, what's the absolute worst case
here? How big does the UniformRemapTable get? How many times can this
function get called?
As example with Intel Haswell we have max as 98304, this is the biggest size
with HSW.
This function gets called only if the remaptable has 'holes' in it, meaning
that explicit uniforms locations get scattered in this available space, I
consider this very rare for anyone or some engine to do. It could only
really happen if you use both explicit locations (non continuous locations)
and implicit locations together.
So... what's the worst case? What would that test look like? How long
would it take to execute?
A shader that has max amount of uniforms possible. They need to be
invidual (not arrays or structs), declare half of them with explicit
location so that they fill every other location (leaving as much holes
as possible), this should be the worst case.
The fact that it's rare isn't that interesting to me. You put in a
very slow algorithm when a faster one isn't considerably harder to do.
Basically a linked list of free/used areas... search through them to
find a block of the appropriate size, and split it into used/non-used
sections (combining with adjacent areas). This is what nouveau_heap
implements, and is fully reusable (if moved). Or the mesa/main/mm impl
which at first glance implements the same thing, but I'm not 100%
sure.
But perhaps the worst case isn't as bad as I think it is. So what
would a worst case shader/usage have to look like? Shouldn't be too
difficult to write and benchmark, and if it's still fairly fast, that
would counter my performance argument quite nicely as well.
Sorry but I don't feel I need to prove something here, I haven't yet
seen any actual proof that my algorithm would be too slow. When we have
rest of the defects fixed I will get back to this as well as other
planned cleanups for program resource lists.
// Tapani
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