On 02/05/2014 11:10 AM, Jose Fonseca wrote: > > > ----- Original Message ----- >> >> >> ----- Original Message ----- >>> On 05.02.2014 18:08, Jose Fonseca wrote: >>>> I honestly hope that GL_AMD_pinned_memory doesn't become popular. It >>>> would >>>> have been alright if it wasn't for this bit in >>>> https://urldefense.proofpoint.com/v1/url?u=http://www.opengl.org/registry/specs/AMD/pinned_memory.txt&k=oIvRg1%2BdGAgOoM1BIlLLqw%3D%3D%0A&r=NMr9uy2iTjWVixC0wOcYCWEIYhfo80qKwRgdodpoDzA%3D%0A&m=pA%2FnK9X3xx0wAlMUZ24PfQ1mW6wAMdTUujz%2Bx7LRwCA%3D%0A&s=ebbe1f51deb46c81578b3c125b16e31b5f4b28c1d47e283bc9ef588e2707024d >>>> which says: >>>> >>>> 2) Can the application still use the buffer using the CPU address? >>>> >>>> RESOLVED: YES. However, this access would be completely >>>> non synchronized to the OpenGL pipeline, unless explicit >>>> synchronization is being used (for example, through glFinish or >>>> by >>>> using >>>> sync objects). >>>> >>>> And I'm imagining apps which are streaming vertex data doing precisely >>>> just >>>> that... >>>> >>> >>> I don't understand your concern, this is exactly the same behavior >>> GL_MAP_UNSYCHRONIZED_BIT has, and apps are supposedly using that >>> properly. How does apitrace handle it? >> >> GL_AMD_pinned_memory it's nothing like GL_ARB_map_buffer_range's >> GL_MAP_UNSYCHRONIZED_BIT: >> >> - When an app touches memory returned by >> glMapBufferRange(GL_MAP_UNSYCHRONIZED_BIT) it will communicate back to the >> OpenGL driver which bytes it actually touched via the >> glFlushMappedBufferRange (unless the apps doesn't care about performance and >> doesn't call glFlushMappedBufferRange at all, which is silly as it will >> force the OpenGL driver to assumed the whole range changed) >> >> In this case, the OpenGL driver (hence apitrace) should get all the >> information it needs about which bytes were updated betwen glMap/glUnmap. >> >> - When an app touches memory bound via GL_AMD_pinned_memory outside >> glMap/glUnmap, there are be _no_ hints whatsever. The OpenGL driver might >> not care as the memory is shared between CPU and GPU, so all is good as far >> is it is concerned, but all the changes the app does are invisible at an API >> level, hence apitrace will not be able to catch them unless it does onerous >> heuristics. >> >> >> So while both extensions allow unsynchronized access, but lack of >> synchronization is not my concern. My concern is that GL_AMD_pinned_memory >> allows *hidden* access to GPU memory. > > Just for the record, the challenges GL_AMD_pinned_memory presents to Apitrace > are much similar to the old-fashioned OpenGL user array pointers: an app is > free to change the contents of memory pointed by user arrays pointers at any > point in time, except during a draw call. This means that before every draw > call, Apitrace needs to scavenge all the user memory pointers and write their > contents to the trace file, just in case the app changed it.. > > In order to support GL_AMD_pinned_memory, for every draw call Apitrace would > also need to walk over bound GL_AMD_pinned_memory (and nowadays there are > loads of bound points!), and check if data changed, and serialize in the > trace file if it did... > > > I never care much about performance of Apitrace with user array pointers: it > is an old paradigm; only old apps use it, or programmers which don't > particular care about performance -- either way, a performance conscious app > developer would use VBOs hence never hit the problem at all. My displeasure > with GL_AMD_pinned_memory is that it essentially flips everything on its head > -- it encourages a paradigm which apitrace will never be able to handle > properly. > > > People often complain that OpenGL development tools are poor compared with > Direct3D's. An important fact they often miss is that Direct3D API is > several orders of mangnitude tool friendlier: it's clear that Direct3D API's > cares about things like allowing to query all state back, whereas OpenGL is > more fire and forget and never look back -- the main concern in OpenGL is > ensuring that state can go from App to Driver fast, but little thought is > often given to ensuring that one can read whole state back, or ensuring that > one can intercept all state as it goes between the app and the driver... > > > In this particular case, if the answer for "Can the application still use the > buffer using the CPU address?" was a NO, the world would be a much better > place.
I suspect the reason that they didn't do that is it would imply a very expensive validation step at draw time. There are a whole bunch of technologies in newer GL implementations that will make tracing a miserable prospect. :( > Jose > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev