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This allows the hardware to behave as if TBIMR was disabled until a polygon is processed which spans at least one tile. This is a rather heavy-handed heuristic meant to prevent regressions in heavily geometry-bound workloads that render large numbers of tiny primitives much smaller than a TBIMR tile. A particularly bad example of this was observed in SoTR, where certain draw calls with a long-running VS and a mostly trivial PS render more triangles than pixels, filling up the URB and TBIMR batch pretty quickly, which causes EU utilization to tank (since once the URB has filled up the parallelism of the VS is limited by the number of polygons that fit in a TBIMR batch at the completion of each tile walk, which isn't a lot in relation to the total EU count of a DG2), and causes the bottleneck to be the rate at which the tile sequencer performs additional tile passes, each one processing a small number (<1024 polygons) of the hundreds of thousands of triangles of the draw call. Enabling this heuristic seems effective at avoiding that scenario in SoTR among other titles (e.g. Total War Warhammer 3), but it's a bit of a compromise since one could imagine cases where TBIMR is helpful even if the geometry doesn't pass the box check, so a better heuristic or a driconf rule may be useful in the future. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493> |
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`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.