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authorMarek Olšák <[email protected]>2016-07-19 18:28:24 +0200
committerMarek Olšák <[email protected]>2016-07-26 23:06:46 +0200
commitb47727a83ad6b5386f27b2c174a5c0f110a61038 (patch)
tree162d39a05a9467160d23cc903bc49f2786193330 /bin/perf-annotate-jit
parent0795a3d54f7748d27020851f2e9b4b7637597590 (diff)
ddebug: implement pipelined hang detection mode
For good performance while being able to generate decent hang reports. The report doesn't contain the parsed IB and the buffer list, but it isolates the draw call and dumps shaders while not having to flush the context. This is for GPU hangs that are harder to reproduce and require interactive playing for minutes or even hours. dd_pipe.h explains some implementation details. Initializing, copying (recording) and clearing states is most of the code. The performance should be at least 50% of the normal performance depending on the circumstances. (i.e. 50% is expected to be the worst case scenario, not the best case) The majority of time is spent in dump_debug_state(PIPE_DUMP_CURRENT_SHADERS) and that's after all the optimizations in later patches. There is no obvious way to optimize that further. Reviewed-by: Nicolai Hähnle <[email protected]>
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