Platform/GFX/WRperfmeetings: Difference between revisions

→‎May 12 2020: added gpu frequency comments
(→‎May 12 2020: adding meeting notes)
(→‎May 12 2020: added gpu frequency comments)
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* Select an object ID and use "Lookup" to find details about it, eg. a texture allocation;
* 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;
* Filter by thread ID in the Event Viewer to focus on a single (scene builder) thread;
GPU frequency ramp-up delay:
* can take up to a second before GPU is at full throttle again after low amounts of work;
* the better we optimize fast frames, the worse this actually gets;
* make the cheap frames more expensive and the expensive ones cheaper? eg. render more tiles outside the viewport?
* keep fixing bugs that cause spike frames -- unneeded invalidations;
* is there a "prefetch" API to give the driver/GPU a heads-up? we have 9ms to do it.
** (do mobile-first APIs eg. Apple have something like this? or just really good schedulers?)


Delay between submitting CPU work and GPU doing it:
Delay between submitting CPU work and GPU doing it:
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* [https://bugzilla.mozilla.org/show_bug.cgi?id=1608875 Reduce number of uniforms]
* [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]
* [https://bugzilla.mozilla.org/show_bug.cgi?id=1637426 Submit GPU work more often]


===May 5 2020===
===May 5 2020===
15

edits