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Over-estimating latency can cause us to delay the critical paths of the shader unnecessarily, producing larger QPU programs that take more time to execute as a result (and it also adds register pressure) so striking a balance is important. The thread switching model in V3D is quite effective at hiding latency and usuallly we just need to hint it to delay TMU instructions a little bit to find the best compromise for performance. The new latency numbers have been chosen empirically by testing V3DV with Sponza and a few UE4 samples. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17451> |
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