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(→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=== |
edits