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Alyssa Rosenzweig cd03392c7e panfrost: Choose hierarchy masks by vertex count
Currently, we always use a hierarchy mask with all levels enabled. While this is
efficient for geometry-heavy workloads like 3D games, it is wasteful for 2D
applications that draw very few vertices. For drawing just a few textured quads,
the overhead of small bin sizes outweighs any performance advantages, so it's a
bit slower. More problematically, small bin sizes require tremendous amounts of
memory for the polygon lists, leading to significant memory consumption (~10MB)
for the polygon list for even the simplest of 2D blits.

To reduce our memory footprint, we need to choose our hierarchy masks more
carefully. In general, we want to allow small bin sizes for geometry-heavy
workloads but not for geometry-light workloads. We estimate vertex count in the
driver as a proxy for this, and use a simple heuristic to select a bin size
based on the estimated vertex count. None of this is an exact science, and the
heuristic could probably be tuned. Nevertheless, the heuristic used (comparing
framebuffer size to vertex count) works well in practice, significantly reducing
the memory footprint of 2D applications like Firefox without hurting the
performance of 3D applications.

I originally wrote this patch while diagnosing high memory footprints on my
Midgard laptop, which is why only Midgard is in scope here. On Bifrost and
Valhall, we have a similar hiearchy mask selection problem. It seems likely that
the same heuristic would work there too, but it's a different code path that I
have not integrated or tested. I'll leave that for the adventurous reader, to
get the memory footprint win there too.

(It's also possible the win is smaller on newer Malis than on Midgard, since Arm
claims they optimized the tiler data structures on the newer parts. There's
probably still some merit to the idea.)

On Mali-T860, glmark2 -bdesktop frametime decreased by 1.35% +/- 0.91% at 95%
confidence, showing a slight win for 2D workloads No statistically significant
difference for glmark2 -bshading:shading=phong, since 3D workloads continue to
use the same hierarchy masks.

Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19482>
2023-03-31 00:19:18 +00:00
.github/workflows add zink to macos ci 2022-11-22 19:04:13 +00:00
.gitlab/issue_templates gitlab: ask that reporters don't include long logs in descriptions 2022-06-08 15:06:51 +00:00
.gitlab-ci ci/zink: Fix zink-tu-a618-traces perf job rules 2023-03-29 21:30:19 +00:00
android AOSP: Add intel_hasvk vulkan library suffix 2022-11-29 09:05:17 +01:00
bin bin: Fix typos 2023-03-30 21:37:00 +00:00
build-support configure: commit test files 2017-10-16 16:32:43 -07:00
docs docs: use version-number as toctree-title for relnotes 2023-03-30 10:09:01 +00:00
include anv: Partialy import drm-uapi/gpu_scheduler.h and use it 2023-03-24 21:28:47 +00:00
src panfrost: Choose hierarchy masks by vertex count 2023-03-31 00:19:18 +00:00
subprojects meson: upgrade zlib wrap 2022-10-20 22:52:06 +00:00
.dir-locals.el dir-locals.el: Adds White Space support 2016-11-14 19:17:49 +02:00
.editorconfig glsl: Fixes ident issue in glsl_parser.yy and update editorconfig for it 2022-12-16 19:02:17 +00:00
.gitattributes Add new rules to .gitattributes 2022-01-19 15:17:17 +00:00
.gitignore .gitignore: add VSCode and VSCodium 2022-11-21 23:09:30 +00:00
.gitlab-ci.yml Revert "CI: Disable freedreno" 2023-03-30 06:44:53 +00:00
.graphqlrc.yml ci/bin: Add utility to find jobs dependencies 2022-08-03 23:10:37 +00:00
.mailmap mailmap: Add Lina's new google.com address 2023-03-28 03:37:43 +00:00
CODEOWNERS CODEOWNERS: s/jekstrand/gfxstrand 2023-03-26 00:16:26 +00:00
meson.build util/disk_cache: use posix_fallocate() for index files 2023-03-30 01:09:10 +00:00
meson_options.txt meson: allow feature options to take true/false to mean enabled/disabled 2023-03-10 07:20:29 +00:00
README.rst docs: promote #dri-devel on oftc over freenode 2021-05-24 09:21:48 +00:00
VERSION VERSION: bump to 23.1.0-devel for further development 2023-01-12 22:45:38 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

This repository lives at https://gitlab.freedesktop.org/mesa/mesa.
Other repositories are likely forks, and code found there is not supported.


Build & install
---------------

You can find more information in our documentation (`docs/install.rst
<https://mesa3d.org/install.html>`_), but the recommended way is to use
Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_):

.. code-block:: sh

  $ mkdir build
  $ cd build
  $ meson ..
  $ sudo ninja install


Support
-------

Many Mesa devs hang on IRC; if you're not sure which channel is
appropriate, you should ask your question on `OFTC's #dri-devel
<irc://irc.oftc.net/dri-devel>`_, someone will redirect you if
necessary.
Remember that not everyone is in the same timezone as you, so it might
take a while before someone qualified sees your question.
To figure out who you're talking to, or which nick to ping for your
question, check out `Who's Who on IRC
<https://dri.freedesktop.org/wiki/WhosWho/>`_.

The next best option is to ask your question in an email to the
mailing lists: `mesa-dev\@lists.freedesktop.org
<https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_


Bug reports
-----------

If you think something isn't working properly, please file a bug report
(`docs/bugs.rst <https://mesa3d.org/bugs.html>`_).


Contributing
------------

Contributions are welcome, and step-by-step instructions can be found in our
documentation (`docs/submittingpatches.rst
<https://mesa3d.org/submittingpatches.html>`_).

Note that Mesa uses gitlab for patches submission, review and discussions.