Platform/GFX/WRperfmeetings: Difference between revisions

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==Q2==
==Q2==
===May 12 2020===
GPU View walkthrough meeting
GPU View tips:
* ... TODO magic symbol lookup string to make Firefox symbols work
* Ctrl-Z to zoom in, Z to zoom out; '+' to add threads;
* Select an object ID and use "Lookup" to find details about it, eg. a texture allocation;
* Filter by thread ID in the Event Viewer to focus on a single (scene builder) thread;
Delay between submitting CPU work and GPU doing it:
* manually force more flushes, see what happens (eg. using GetData to avoid Angle ignoring it);
* identify source of 1ms delay in the submit; help from Intel and/or experiment in stand-alone sample;
* start submitting earlier -- overlap frame builder and scene builder threads;
** will be easier once they're a single thread again;
** starting earlier is limited by the need to sample at vsync;
** no obvious "bookkeeping" style GPU work we could start earlier;
*** clears are a maybe -- but beware of tiled architectures;
* unlikely to find much work there that can be split off -- it's mostly talking to the (single threaded) GL context;
Submission cost:
* Angle overhead; is Update Resource leading to Maps?
** try switching from uniforms to UBOs;
** try removing uniforms altogether: transform is unneeded, other state can be folded into shader permutations;
Useful links:
* [https://www.gdcvault.com/play/1023220/Fighting-Latency-on-Call-of Call of Duty latency talk]
* [https://bugzilla.mozilla.org/show_bug.cgi?id=1608875 Reduce number of uniforms]
* [https://bugzilla.mozilla.org/show_bug.cgi?id=1637426 Submit GPU work more often]
===May 5 2020===
===May 5 2020===


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