Thanks for refreshing my memory, Erik. Indeed OpenSWR was it.
George, the geometry is quite smooth and it doesn't look complex enough to
justify 130k triangles. If the application has some sort of tunable NURBS
tesselator, I'd tune it down so it spits out fewer triangles. That would
increase llv
Thank you all, for the tips. Using a smaller window doesn't change
anything, neither does tweaking LP_NUM_THREADS (between 8/12/16). I am also
not using MSAA. I'll have to dig some more regarding your other
suggestions. I've shared a screenshot of what is being rendered at
https://imgur.com/a/6P6OA
On Thu, 2025-01-30 at 13:49 +, Jose Fonseca wrote:
> At one point there was another SW renderer gallium driver by a team
> at Intel that was specifically optimized for huge number of
> primitives with no texturing (like the sort used by https://vtk.org/
> ), but I can't remember its name or fin
In addition to what Jose listed, one simple experiment is to try rendering
to a smaller window. How does the frame rate change? If it's basically
inversely proportional to the window size, that tells us that the rendering
is limited by fragment generation/processing. Otherwise, perhaps you're
ge
That's a relatively large geometry count.
llvmpipe (and consequently lavapipe) was optimized for desktop compositors
and UIs: large textured quads with blending, where most of the time is
spent in the fragment shader, particular texture sampling.
Not much effort went into optimizing llvmpipe for
Hi,
I'm using Lavapipe (24.2.2, Windows 10) and trying to evaluate its
performance, but I don't know if I can get more performance out of it or if
I'm hitting its expected limits.
For example, rendering a scene with ~300k triangles and ~150k lines, I get
5 fps on an i7 11800H (8 cores). Of cours
Hi Dave,
Indeed after setting LP_DEBUG=fs I get a lot of repetitive printing during
the interactive actions. After some more searching it finally seems that
the problem is on our side, which forces some pipelines to be continuously
re-created.
Thanks everyone for your help, and I apologize for the
On Fri, 5 May 2023 at 21:30, George Karpathios wrote:
>
> Hi list,
>
> I'm using Lavapipe for Vulkan software rendering support in a modeling
> application. I notice a large performance hit (with any Mesa version) in the
> following scenario: The user clicks & drags the mouse in order to create
Anything as long as it exhibits the issue.
On Fri, May 5, 2023 at 11:52 AM George Karpathios wrote:
> Not sure, I may have to get approval first. Will see what I can do. If so,
> are there any specific options you'd like enabled? Thanks
>
> Best regards,
> George
>
> On Fri, May 5, 2023 at 5:33
Not sure, I may have to get approval first. Will see what I can do. If so,
are there any specific options you'd like enabled? Thanks
Best regards,
George
On Fri, May 5, 2023 at 5:33 PM Mike Blumenkrantz <
michael.blumenkra...@gmail.com> wrote:
> Can you provide a gfxreconstruct of the scenario?
Can you provide a gfxreconstruct of the scenario?
On Fri, May 5, 2023 at 10:32 AM George Karpathios wrote:
> Hi Mike,
>
> Thanks for responding. I commented the call
> to lvp_find_inlinable_uniforms() in lvp_pipeline.c but unfortunately it
> didn't help this time. It may have gotten a bit worse
Hi Mike,
Thanks for responding. I commented the call
to lvp_find_inlinable_uniforms() in lvp_pipeline.c but unfortunately it
didn't help this time. It may have gotten a bit worse actually.
Best regards,
George
On Fri, May 5, 2023 at 3:08 PM Mike Blumenkrantz <
michael.blumenkra...@gmail.com> wr
Hi,
Can you try commenting out the same lines from last time and see whether
that affects anything?
Mike
On Fri, May 5, 2023 at 7:30 AM George Karpathios wrote:
> Hi list,
>
> I'm using Lavapipe for Vulkan software rendering support in a modeling
> application. I notice a large performance hi
Hi list,
I'm using Lavapipe for Vulkan software rendering support in a modeling
application. I notice a large performance hit (with any Mesa version) in
the following scenario: The user clicks & drags the mouse in order to
create a simple shape (e.g. plane, cube, sphere) dynamically and the result
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