Ok, with the workaround I can see the scene and the frame times are absolutely fantastic. Thank you so much once again for this find! Now I can close all 110 of my Chrome tabs :)
Best regards, George On Fri, Apr 7, 2023 at 5:34 PM Mike Blumenkrantz < michael.blumenkra...@gmail.com> wrote: > You can try deleting the lvp_find_inlinable_uniforms() call from > lvp_pipeline.c as a temporary workaround. I'll try something on my end to > make this less stupid. > > On Fri, Apr 7, 2023 at 10:22 AM George Karpathios <gkar...@gmail.com> > wrote: > >> Awesome, thanks for the tip! >> >> Well now I indeed get *very* nice frame times. Great catch, thank you! >> But I don't see anything on the viewport, I guess due to the early return. >> How should I proceed? >> >> Best regards, >> George >> >> >> On Fri, Apr 7, 2023 at 4:56 PM Mike Blumenkrantz < >> michael.blumenkra...@gmail.com> wrote: >> >>> Looks like it's compiling a lot of shader variants. >>> >>> You could try adding a return at the top of update_inline_shader_state() >>> to see if it's trying too hard to inline. >>> >>> On Fri, Apr 7, 2023 at 9:53 AM George Karpathios <gkar...@gmail.com> >>> wrote: >>> >>>> Hi again, thank you Adam & Marek for your feedback! I appreciate it. >>>> >>>> Unfortunately It's the same amount of time even if I skip the >>>> swapchain. I have profiled some seconds of the execution using Visual >>>> Studio's profiler (with the swapchain, normally) while panning an almost >>>> empty scene, and it's identifying a hotpath. I have uploaded 2 screenshots >>>> of the call tree at https://imgur.com/a/cxtXdOz if you'd like to >>>> check it out. >>>> >>>> Another thing I'd like to note is that by using Mesa 23.1-dev (instead >>>> of 23.0.1) I got a nice performance boost of ~2-3x. However it's still >>>> performing slower than what I'd expect on this system (right now it takes >>>> 60ms for 10 lines so I feel that something weird is still going on). Big >>>> congratulations on your tremendous work anyway. >>>> >>>> Best regards, >>>> George >>>> >>>> >>>> On Tue, Apr 4, 2023 at 9:24 PM Adam Jackson <a...@redhat.com> wrote: >>>> >>>>> My first suspicion would be to rule out window system interaction. If >>>>> you render to your own VkImage instead of to a swapchain, how fast can you >>>>> go? >>>>> >>>>> - ajax >>>>> >>>>> >>>>> On Tue, Apr 4, 2023 at 12:56 PM George Karpathios <gkar...@gmail.com> >>>>> wrote: >>>>> >>>>>> Hi list, I hope all is well. >>>>>> >>>>>> I would like to ask if there are any known issues regarding the >>>>>> performance of Lavapipe in Windows 10. >>>>>> >>>>>> I'm trying to add support for Vulkan software rendering into a >>>>>> relatively large 3d modeling/rendering application, so I opted to try >>>>>> Mesa >>>>>> and Lavapipe. I built LLVM 16.0.0 and Mesa 23.0.1 using the documentation >>>>>> (thanks for that!). My environment is an 8-core Intel i7 (with an >>>>>> integrated iGPU) with 32GiB RAM, an nVidia RTX 3070 and Visual Studio >>>>>> 2019/MSVC. >>>>>> >>>>>> The build procedure seems to be ok (Release builds, proper linking >>>>>> with either MT or MD runtime libraries, proper DLL loading via >>>>>> VK_ICD_FILENAMES) but the performance I'm getting during runtime is very >>>>>> slow. It looks like it needs 1-1.5 seconds to render a virtually empty >>>>>> scene (think just a floor grid of lines) and over 15-20 seconds for a >>>>>> frame of a few thousand vertices. The CPU utilisation also seems to be >>>>>> low, >>>>>> under 20-25%. >>>>>> >>>>>> I understand that the information I provide is probably vague, but at >>>>>> this point I just want to rule some probable causes out, like is there >>>>>> any >>>>>> version of LLVM or Mesa or combination of them that is known to have such >>>>>> issues? Maybe some build/installation configuration parameter or >>>>>> environment variable that is important in Windows specifically and I may >>>>>> have missed (I tried tweaking LP_NUM_THREADS but didn't change anything) >>>>>> ? >>>>>> Anything that could point me in the right direction is highly valuable & >>>>>> appreciated. >>>>>> >>>>>> Also probably worth noting is the fact that the vkcube(pp) demo from >>>>>> the Vulkan SDK seems to run ok with Lavapipe, but in this case I also >>>>>> notice (in task manager) a ~50% utilization of the integrated iGPU >>>>>> (why?). >>>>>> In the aforementioned larger application I don't notice any usage of the >>>>>> integrated iGPU. >>>>>> >>>>>> Any advice on what I could check/double check is more than welcome. >>>>>> Thank you in advance for your time. >>>>>> >>>>>> Best regards, >>>>>> George >>>>>> >>>>>> >>>>>>