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RadeonSI Gallium3D Re-Enables SDMA For Sea Islands, Carrizo
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Originally posted by Linuxhippy View PostI wonder what the benefits of SDMA compared to the DMA engines in previous Radeon-GPUs are.
E.g. even on a HD7750 I can to texture upload with almost 0% CPU overhead.
Can SDMA and the 3D engine work simultaneously?
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Originally posted by atomsymbolCode:$ glretrace -b MadMax.trace |& sort | uniq -c | sort -h -r Rendered 1454 frames in 12.8516 secs, average of 113.138 fps 3395 cik_sdma_copy_texture: copy_width=1, copy_height=1
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Originally posted by brent View Post
These small copies (1x1, 2x2 etc.) look bad. Shouldn't it be easier to put some write packets into the command buffer? At these sizes, tiling should be irrelevant anyway...
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SDMA brings:
- faster TexImage and ReadPixels performance for CIK
- much better GPU offloading (PRIME) performance if the dGPU is CIK.
(VI can't use SDMA in most cases, because SDMA doesn't support delta-color compression)
The next step is to port the CIK SDMA blit code to SI, so that SI will get the same benefits as CIK. I don't know if people are interested in that.
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Originally posted by marek View PostSDMA brings:
- faster TexImage and ReadPixels performance for CIK
- much better GPU offloading (PRIME) performance if the dGPU is CIK.
(VI can't use SDMA in most cases, because SDMA doesn't support delta-color compression)
The next step is to port the CIK SDMA blit code to SI, so that SI will get the same benefits as CIK. I don't know if people are interested in that.
BTW: Vulkan does have different queue types, graphics (handled by GCP/ME), compute (handled by ACEs/MECs) and transfer (handled by DMAs), right?! I don't think something similar does exist in GL, so how could older/OGL games even benefit? Are transfer tasks submitted to DMAs by the driver and then asynchronously processed?
I'm not owning one, but I'm sure support for SI would be highly appreciated However, personally, I'd rather see some progress in opening OCL/Vk...
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Originally posted by juno View PostI thought DCC is for GPU<->VRAM communication, and DMAs are for VRAM<->system RAM?!..
If the CPU needs to access it, then the data in VRAM needs to be decompressed before it can be used... so being able to decompress while transferring is a Good Thing. I think Marek is saying that on VI a decompress-while-transfer needs to be done on GPU.
Originally posted by juno View PostBTW: Vulkan does have different queue types, graphics (handled by GCP/ME), compute (handled by ACEs/MECs) and transfer (handled by DMAs), right?! I don't think something similar does exist in GL, so how could older/OGL games even benefit? Are transfer tasks submitted to DMAs by the driver and then asynchronously processed?
I imagine the TexImage call could defer the transfer and execute it asynchronously as long as the next draw call confirmed that the transfer was complete before executing the draw, but in the case of ReadPixels I believe data needs to be CPU accessable as soon as the call returns.Last edited by bridgman; 26 October 2016, 09:25 PM.Test signature
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Originally posted by marek View PostSDMA brings:
- faster TexImage and ReadPixels performance for CIK
- much better GPU offloading (PRIME) performance if the dGPU is CIK.
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