On 12/06/17 21:25, Marek Olšák wrote:
On Mon, Jun 12, 2017 at 9:51 PM, Jose Fonseca <jfons...@vmware.com> wrote:
How does this help exactly?

Are applications actually rendering to the same FBO w/ and w/o SRGB
decoding?

Or is the problem here GL_SRGB_WRITE state getting spuriously dirtied by the
application?

And even if they do, why is toggling surface views in framebuffer state so
expensive?

I don't object per se, but it looks like an unusual thing to optimize for.


set_framebuffer_state is basically a memory barrier. We have different
caches between FB and textures and we have to flush them when a
texture is unbound from the framebuffer and set as a sampler view. To
keep thing simple, set_framebuffer_state is the barrier. When we
change the blend state, the barrier is avoided. Note that the barrier
makes set_framebuffer_state a function that is always GPU-bound.

I see.

And you're sure that the incoming set_framebuffer_state are not spurious?

I know cso_context always eliminates redundant pipe_context::set_framebuffer_state calls, but it is perhaps possible that Mesa state tracker is reseting the framebuffer state with different surface views, but that in practice are exactly the same as the previous one?

Like I said, it seems odd apps are doing this: it doesn't make much sense to me to change colorspace of the fragments between draws. (Unless some of the assets are already in SRGB and the app is trying to be too smart for its own good to avoid the sRGB->RGB->sRGB.) It seems much more likely that these framebuffer state changes are self-inflicted some where in our stack, than something truly demanded by the app.

And if that's the case and we can fix it, then it would be a better solution all around.

Jose
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