Originally posted by dh04000
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Mir Continues Cleaning Up Their OpenGL Code, To Support Vulkan In Future
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Originally posted by humbug View PostWill Wayland and MIR supporting Vulkan improve our desktop 2D performance and responsiveness?
https://www.chromium.org/developers/...-rasterizationLast edited by JS987; 07 October 2015, 01:12 PM.
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Originally posted by blackout23 View Post
Too bad that the CPU usage of a Vulkan compositor would be the same as an OpenGL compositor. Using Vulkan doesn't automatically lead to lower CPU usage everywhere you use it in all scenarios. Stop making shit up.
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Originally posted by justmy2cents View Post
wouldn't this depend on how much command queues can be reused without resubmitting? then again, i doubt that typical compositor would need enough to show any real difference because even now i can't practically see the usage on my computer
vulkan will lead to lower cpu usage
the overhead of opengl in a compositor is very small
i have hit the cpu limit for opengl 3.3 with ~30k objects (same shader, same texture, etc., no instancing, times 2 for shadow map)
almost all of that is opengl validation
with some tricks (instancing and texture magic) 300k is not unrealistic (with opengl 4.4 it's absolutely do-able)
vulkan will also make much simpler drivers and can work without validation (by default), so less memory usage, less cache trashing and less cpu usage in general
note that all current window managers (compositing or not) are crap (i wrote a crap one myself) and wayland "shells" need to do much more then just put windows on screens
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Originally posted by mdias View Post
Not really. OpengL has high CPU overhead for game-related stuff, like tons of draw calls, tons of shaders/material switching and so on. You would be hard pressed to reach a point where OpenGL gets to be the bottleneck in a compositor...
I do however support the API abstraction layer as it will mean cleaner code and easier maintenance. You shouldn't expect noticable performance gains from switching from OGL to Vulkan (or any other) in a compositor.
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Originally posted by gens View Posti have hit the cpu limit for opengl 3.3 with ~30k objects (same shader, same texture, etc., no instancing, times 2 for shadow map)
almost all of that is opengl validation
with some tricks (instancing and texture magic) 300k is not unrealistic (with opengl 4.4 it's absolutely do-able)
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Originally posted by Kemosabe View PostDon't you think you will find an article on phoronix benchmarking Mir vs Wayland wit Mir delivering slightly better performance?
Therefore it's somewhat impossible to benchmark Mir vs Wayland as it's like comparing Goku and Bruce Lee.
You can however benchmark Weston vs Mir, or Mutter vs Mir, Gala vs Mir, KWin vs Mir - or even SteamOS Compositor vs Mir.
You cannot however benchmark Mir vs Wayland.
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Originally posted by ElectricPrism View Post
Forgive my assumptions please, however, it seems that people out there still don't understand that Mir (is a compositor) and Wayland (is a protocol).
Therefore it's somewhat impossible to benchmark Mir vs Wayland as it's like comparing Goku and Bruce Lee.
You can however benchmark Weston vs Mir, or Mutter vs Mir, Gala vs Mir, KWin vs Mir - or even SteamOS Compositor vs Mir.
You cannot however benchmark Mir vs Wayland.
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