Hi Marek Sure. Thanks for writing these patches.
The looks good. I've done some small testing: drawoverhead numbers looks great in my eyes: 29: DrawElements ( 1 VBO, 8 UBO, 8 Tex) w/ sample mask enable change: 6.63 million (94.7%) Hitman benchmark runs nicely, even slightly bit faster than before and uses all the cores: 52.61fps Average Tombraider benchmark is fine: 105 FPS Thanks edmondo On Tue, Nov 13, 2018 at 1:21 AM Marek Olšák <mar...@gmail.com> wrote: > Hi Edmondo, > > can you test the two attached patches? They re-enable and rework the > thread pinning. > > Thanks, > Marek > > On Mon, Nov 12, 2018 at 4:31 PM Edmondo Tommasina < > edmondo.tommas...@gmail.com> wrote: > >> On Mon, Nov 12, 2018 at 6:43 PM Michel Dänzer <mic...@daenzer.net> wrote: >> >>> On 2018-11-08 6:23 a.m., Marek Olšák wrote: >>> > Thanks a lot man. I'll reconsider this depending on the results I >>> receive. >>> > >>> > I may also just pin the Mesa threads and keep the app thread intact. It >>> > should perform OK with glthread, but not without glthread. >>> > >>> > Another option is to have the gallium and winsys threads "chase" the >>> main >>> > thread within the CPU by changing the thread affinity based on >>> getcpu(). >>> >>> While those are interesting ideas for the future, I'm afraid it's too >>> late for them for the 18.3.0 release (scheduled for November 21st IIRC). >>> >>> Please make sure the thread pinning code is disabled for the release, at >>> least by default. >>> >> >> I'm not sure what the best solution is, but pinning the threads to >> the L3 CCX has shown great potential on my Ryzen 5 2600 and it would >> be nice to explore the ideas presented by Marek or maybe understand, >> why the kernel scheduler prefers to put the threads on cores on >> different CCX. >> >> For example The Wicher 2 goes from 60 FPS to 70 FPS average and this >> is impressive. Tomb Raider just increases about 1 FPS (average 104 FPS) >> but this can be just noise and for sure not noticeable. >> >> Regards >> edmondo >> >>
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