ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
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<olivial>
how do people usually go about evaluating the performance tradeoffs of a shader variant?
<olivial>
typical benchmarking where you look at mean frame times aren't going to really catch the cost of extra shader compilation, which I would expect to show up as increased startup time or stutter
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<chirs241097>
cheako: will do. Thanks.
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<llyyr>
is gitlab down? I get 504
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<Sachiel>
yes, been down for several hours now
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<karolherbst>
olivial: the thing is, that shader variants are often cheap. You don't have to wait until the compilation finished if you are smart about it, you just replace the shader on the fly once it's ready
<olivial>
oh, hmm, do you have any examples of that kind of thing in mesa I could look at?
<randrik>
interesting. I am testing my "new" AMD GPU, RX550, it connexts 8x @ pcie 2.0 9old mobo). ffmpeg 7.1.1 can pull frames out of hw decoder via vaapi at 10 fps. cinelerra-gg (NLE I help maintain) pulls 13-14 fps! with display (x11). probably our agressive caching helps here. File itself is 10bit HEVC sample, 4k/60 fps :} mpv now plays it ok, but any vram->sys->vram roundtrip kill perf. Not really surprizing, but interesting to observe
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<Lynne>
randrik: you can avoid the roundtrip by mapping hardware frames as software frames, and if you have to "upload" them, you can just detect that the frame is backed by hardware
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<Lynne>
vaapi is entirely synchronous too, with vulkan you'd get free asynchronous uploads if you still do a roundtrip
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<randrik>
Ah, test run worked for decode via vulkan and tonemap/scale via libplacebo, then encode on cpu with x264. 10 fps, so faster than opencl tonemapping with vaapi!
<randrik>
Lynne, thanks, I was sceptical about this vulkan h264/hevc video decode, but it working! :)
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