ChanServ changed the topic of #zink to: official development channel for the mesa3d zink driver || https://docs.mesa3d.org/drivers/zink.html
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<kusma> Hmm. I recently discovered that 3253594268028efdca17cb9d2b2e423b353c8aa5 ("vbo/dlist: rework buffer sizes") is an absolute perf-cliff for me on Zink + ANV...
<kusma> (for glxgears)
<kusma> Oh, uh. I should have updated to bleeding edge main right away; turns out things are massively faster now, so whatever ;)
<kusma> ~60fps at 21.2.6, ~40fps before the vbo-tweak, ~8fps after, but... uh. Around 4000fps on main. Great work!
<kusma> Still about half of what I get with Iris, so we have some room for future improvement (and blog-posts) also!
<kusma> Or who know, maybe kopper already seals the deal
<kusma> s/know/knows/
<zmike> it's faster on main because it rewrites the dlist from QUAD -> TRI in mesa
<zmike> the only way to speed it up now is a vk extension for QUADS
<airlied> gimme moar QUADS
<kusma> Maybe I should compare esw_gears instead
<kusma> es2
<kusma> No quads in that one. Actually might be faster, because it's more modern gl style
<kusma> (after I fixed the stupid amount of draws)
<kusma> In theory, shouldn't we be able to bake quads into the display list building?
<kusma> If someone cares enough to write that code, that is
<zmike> I already added the conversion into dlist construction
<zmike> unless you meant it another way
<kusma> I mean so it wouldn't have any cost on the driver when calling the list... Sounds like what you're describing
<kusma> Not sure how a quad ext would improve perf much then...
<zmike> the conversion still uses cpu
<ajax> cs to the rescue
<kusma> But that should happen once, not each time the list is reused, no?
<zmike> correct
<zmike> oh we're not just talking about startup time?
<kusma> So then it doesn't affect fps, just startup time, very slightly
<kusma> Anyway, this is pretty great as-is already