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Mesa OpenGL Threading Now Ready For Community Testing, Can Bring Big Wins

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  • puleglot
    replied
    Does anybody see any difference in Witcher 2? I just upgraded from mesa-17.1.6 to 17.2.0-rc3, tried disabling and enabling glthread and see absolutely no performance difference on a Piledriver 3.0GHz CPU. When glthread is enabled, API-thread-offloaded-slots is zero on the gallium HUD and API-thread-direct-slots is 7-8 million.
    Last edited by puleglot; 08 August 2017, 01:36 PM.

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  • marek
    replied
    Originally posted by kparal View Post
    marek I sent you some glthread whitelists into email (might be in spam).
    I see your email. I'm pretty busy this week. I plan to check and reply to most of my email next week.

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  • kparal
    replied
    marek I sent you some glthread whitelists into email (might be in spam).

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  • leipero
    replied
    Originally posted by smitty3268 View Post

    I don't think this should affect gallium nine at all. Sounds like you're just seeing random variation.
    It's definitely not random, I've tested on one game tho..., loading 24h map (around 20k blocks) in TMUF, with gallium nine start is always the same 87 FPS (with ghost, it goes upwards latter), when using mesa_glthread=true it always go to 89 FPS, it's repeatable, so it can't be accident, for some reason it does influence it. It hurts performance in wine D3D or CSMT, same map/position (start), with wine D3D 38 FPS (with glthread 35-36), CSMT 44 FPS (with glthread 39-40 FPS).

    On the other hand, you might be right, it's such a small difference it's possible.
    Last edited by leipero; 12 July 2017, 08:15 PM.

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  • smitty3268
    replied
    Originally posted by leipero View Post
    Just to correct myself, with updated wine (2.12 staging) and mesa-git 93849.f7e78abdf4-1, for standard wine D3D and CSMT performance loss of about 2% is still there, I don't know what changed (probably in wine) but with gallium nine there's performance gain of 1-2% (for one game i tested before) and that's great
    I don't think this should affect gallium nine at all. Sounds like you're just seeing random variation.

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  • leipero
    replied
    Just to correct myself, with updated wine (2.12 staging) and mesa-git 93849.f7e78abdf4-1, for standard wine D3D and CSMT performance loss of about 2% is still there, I don't know what changed (probably in wine) but with gallium nine there's performance gain of 1-2% (for one game i tested before) and that's great

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  • marek
    replied
    Originally posted by ptr1 View Post
    https://pastebin.com/VKsSSz5i

    Here's my drirc with some games I quickly tested and all work so far and sometimes show noticeable difference (for me it was Serious Sam Fusion), sometimes none or litte. At least all games in the list work no problem from what I can tell.
    Do you know which games benefit from glthread on your list? For example, I'm sure DeusEx:MD performs badly with glthread and many other Feral's games might too.

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  • marek
    replied
    Originally posted by kparal View Post

    marek, I'm testing with your suggested GALLIUM_HUD to quickly see if mesa_glthread=true is respected at all (non-zero counters), and so far it seems that glthread is internally disabled in large majority of games I tested. I did not expect it to be disabled for compatibility reasons so often. Why is that happening? Is that a bug?

    Games in which I see non-zero counters:
    Bioshock Infinite, Natural Selection 2, Metro: Last Light Redux, Screencheat, Mountain, Valhalla Hills

    Games in which I see just zero counters (technically, I sometimes see API-thread-direct-slots starting non-zero but immediately falling to zero, showing a short red line):
    This War of Mine, FORCED, Hand of Fate, Little Inferno, Magicka 2, Mount & Blade: Warband, Serious Sam 3: BFE, Stacking, The Stanley Parable, The Swapper, Trine, XCOM: Enemy Unknown and Enemy Within, Worms Clan Wars, Octodad: Dadliest Catch, Super Splatters
    It's a known issue that glthread turns off in some cases. It's something that can be fixed.

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  • Zan Lynx
    replied
    Originally posted by marek View Post

    We can't include names such as game.x86_64 in drirc.
    Could add a check for a parent path name. A hash match could work too, but would fail on every update. Maybe a search for a string match.

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  • dungeon
    replied
    Originally posted by [email protected] View Post

    I would just submit a bug report to feral asking them to change the executable name.
    Well be free to fill it, ask them to rename Empire: Total War also since that is game.i386 , etc...

    Searched a bit, CyberlineRacing game seems also has game.x86_64 executable, luck is that game is not popular as it runs XCOM profile on PRO Probably nvidia runs XCOM profile there as i reading this he, he, it looks like that

    http://steamcommunity.com/app/514460...1370001943251/

    That is something Steam should force publishers to never uses same or random executable names that already exists.
    Last edited by dungeon; 12 July 2017, 04:32 AM.

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