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===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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