Am Fr., 27. Okt. 2023 um 12:01 Uhr schrieb Sebastian Wick < sebastian.w...@redhat.com>:
> On Fri, Oct 27, 2023 at 10:59:25AM +0200, Michel Dänzer wrote: > > On 10/26/23 21:25, Alex Goins wrote: > > > On Thu, 26 Oct 2023, Sebastian Wick wrote: > > >> On Thu, Oct 26, 2023 at 11:57:47AM +0300, Pekka Paalanen wrote: > > >>> On Wed, 25 Oct 2023 15:16:08 -0500 (CDT) > > >>> Alex Goins <ago...@nvidia.com> wrote: > > >>> > > >>>> Despite being programmable, the LUTs are updated in a manner that > is less > > >>>> efficient as compared to e.g. the non-static "degamma" LUT. Would > it be helpful > > >>>> if there was some way to tag operations according to their > performance, > > >>>> for example so that clients can prefer a high performance one when > they > > >>>> intend to do an animated transition? I recall from the XDC HDR > workshop > > >>>> that this is also an issue with AMD's 3DLUT, where updates can be > too > > >>>> slow to animate. > > >>> > > >>> I can certainly see such information being useful, but then we need > to > > >>> somehow quantize the performance. > > > > > > Right, which wouldn't even necessarily be universal, could depend on > the given > > > host, GPU, etc. It could just be a relative performance indication, to > give an > > > order of preference. That wouldn't tell you if it can or can't be > animated, but > > > when choosing between two LUTs to animate you could prefer the higher > > > performance one. > > > > > >>> > > >>> What I was left puzzled about after the XDC workshop is that is it > > >>> possible to pre-load configurations in the background (slow), and > then > > >>> quickly switch between them? Hardware-wise I mean. > > > > > > This works fine for our "fast" LUTs, you just point them to a surface > in video > > > memory and they flip to it. You could keep multiple surfaces around > and flip > > > between them without having to reprogram them in software. We can > easily do that > > > with enumerated curves, populating them when the driver initializes > instead of > > > waiting for the client to request them. You can even point multiple > hardware > > > LUTs to the same video memory surface, if they need the same curve. > > > > > >> > > >> We could define that pipelines with a lower ID are to be preferred > over > > >> higher IDs. > > > > > > Sure, but this isn't just an issue with a pipeline as a whole, but the > > > individual elements within it and how to use them in a given context. > > > > > >> > > >> The issue is that if programming a pipeline becomes too slow to be > > >> useful it probably should just not be made available to user space. > > > > > > It's not that programming the pipeline is overall too slow. The LUTs > we have > > > that are relatively slow to program are meant to be set infrequently, > or even > > > just once, to allow the scaler and tone mapping operator to operate in > fixed > > > point PQ space. You might still want the tone mapper, so you would > choose a > > > pipeline that includes them, but when it comes to e.g. animating a > night light, > > > you would want to choose a different LUT for that purpose. > > > > > >> > > >> The prepare-commit idea for blob properties would help to make the > > >> pipelines usable again, but until then it's probably a good idea to > just > > >> not expose those pipelines. > > > > > > The prepare-commit idea actually wouldn't work for these LUTs, because > they are > > > programmed using methods instead of pointing them to a surface. I'm > actually not > > > sure how slow it actually is, would need to benchmark it. I think not > exposing > > > them at all would be overkill, since it would mean you can't use the > preblending > > > scaler or tonemapper, and animation isn't necessary for that. > > > > > > The AMD 3DLUT is another example of a LUT that is slow to update, and > it would > > > obviously be a major loss if that wasn't exposed. There just needs to > be some > > > way for clients to know if they are going to kill performance by > trying to > > > change it every frame. > > > > Might a first step be to require the ALLOW_MODESET flag to be set when > changing the values for a colorop which is too slow to be updated per > refresh cycle? > > > > This would tell the compositor: You can use this colorop, but you can't > change its values on the fly. > > I argued before that changing any color op to passthrough should never > require ALLOW_MODESET and while this is really hard to guarantee from a > driver perspective I still believe that it's better to not expose any > feature requiring ALLOW_MODESET or taking too long to program to be > useful for per-frame changes. > > When user space has ways to figure out if going back to a specific state > (in this case setting everything to bypass) without ALLOW_MODESET we can > revisit this decision, but until then, let's keep things simple and only > expose things that work reliably without ALLOW_MODESET and fast enough > to work for per-frame changes. > Knowing an operation is fast enough for "per-frame" changes is by far not enough. If programming a 3D lut takes 4 milliseconds for example, that requires very different scheduling for atomic commits to hit the vblank deadline from when programming a 1D lut takes 100 microseconds. It's also dependent on the refresh rate - that 4ms example would be per-frame on a 60Hz display, but not on a 300Hz display. The only thing that would be useful for me is to get an upper bound on how long programming a color pipeline and/or the individual elements takes (exposed in the API, or at the very least documented). Without something like that I would only ever program the pipelines on modesets because there's no strict timing requirements there. > > Harry, Pekka: Should we document this? It obviously restricts what can > be exposed but exposing things that can't be used by user space isn't > useful. > > > > > -- > > Earthling Michel Dänzer | https://redhat.com > > Libre software enthusiast | Mesa and Xwayland developer > > > >