<cphealy>
danboid: it might be useful to run "glmark2-es2-drm" on the platform and provide the full output. Additionally, provide confirmation regarding if the GPU is running at the max frequency when performance is bad or not?
<danboid>
cphealy, (2D) Performance was crap even when we maxed out the governor
<danboid>
but yeah I'll do that too
<cphealy>
yea, just for completeness when other people are looking at the issue.
<danboid>
panfrost performs much better on my T720 board
<danboid>
for 2D anyway
<cphealy>
I wonder if there are any good GLES based 2D example test apps that can be run directly on the DRM/KMS interface that can be used to help determine if the issue is with the GPU driver in a simple use case or are related to something with the X setup?
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<danboid>
cphealy, I could try running glmark2-es2-drm under different window managers to see if it makes a difference
<cphealy>
glmark2-es2-drm is specifically to be run without a window manager. There's a glmark2-es2-drm for DRM/KMS backend, glmark2-es2-wayland for wayland backend when running wayland compositor, and possibly others.
<danboid>
Oh ok so you need to me to run glmark2-es2-drm outside of X
<danboid>
So I just run
<danboid>
glmark2-es2-drm > results.txt
<danboid>
From the FB console?
<danboid>
After settig it to perf gov
<cphealy>
yes
<danboid>
ok
<cphealy>
X needs to not be running too.
<danboid>
Yep
<cphealy>
Also, one thing to keep in mind when running glmark2 this way is that it will be VSYNC constrained, meaning no test should run faster than 60Hz if you have a 60Hz display.
<cphealy>
It's great for apples-to-apples testing in that X or Wayland is not part of the equation.
<danboid>
120 Hz :)
<cphealy>
I'll believe it when I see your glmark2-es2-drm output... ;-)
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<danboid>
glmark is running perfectly well under the fb but it also ran fine under X
<danboid>
Well
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<danboid>
I say its running fine but it might be poor
<danboid>
Hmm, I could barely see the Linaro logo for about 30s
<cphealy>
That barely visible Linaro logo is normal, IIRC.
<danboid>
The jellyfish and the terrain are slug slow
<danboid>
rotating rabbit looks v.sllow too
<cphealy>
A couple other things come to mind when doing apples-to-apples comparisons like this: 1) Do we know if AFBC is being used between the GPU and HW plane or if the GPU is doing linear buffers. 2) Are we running out of DRAM bandwidth?
<cphealy>
#2 is quite plausible if you are doing a 4K GUI without AFBC.
<danboid>
What is AFBC?
<danboid>
glmark2 score of 29 - ouch!
<danboid>
results coming up
<cphealy>
AFBC = ARM Frame Buffer Compression.
<danboid>
Aha
<cphealy>
Basically, without framebuffer compression enabled, if you have a 4K display @ 60Hz, each frame scanned out is ~32MB. 32MB * 60Hz = ~2GB/s from DRAM to display controller.
<cphealy>
Likewise, if you have a GPU application rendering a 4K buffer 60 times/sec, it's at least another 2GB/s from GPU to DRAM.
<cphealy>
What I've described is oversimplified but one should not expect to see less than this much data moved back and forth with the DRAM with a 4K display unless some type of buffer compression is used.
<danboid>
This chipset claims to be able to playback 8K VP9 fines
<danboid>
*files
<cphealy>
ack
<danboid>
Maybe it means decode and playback at 4K
<cphealy>
IIRC, the video decoder has it's own buffer compression but it's not ARM buffer compression as the video decoder is Amlogics.
<cphealy>
Either way, the HW likely has sufficient capabilities but this only works when configured correctly.
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<danboid>
cphealy, I have updated the ticket with the results
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<danboid>
terrain: 1 fps!
<danboid>
Check oot mah BEAST!
<cphealy>
terrain is notoriously slow. It's got some massive shaders.
<cphealy>
danboid: you said T720 was faster. Can you run the same glmark2-es2-drm on the T720 GPU platform with 4K display?
<danboid>
cphealy, Will do
<danboid>
cphealy, but note thats running Armbian Debian (not Arch) and its an Allwinner chipset
<cphealy>
As long as it's the same version of Mesa and mainline kernel with 4K display output, the results should still be useful.
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<cphealy>
It's too bad glmark2 doesn't report display resolution when being run so it's obvious that two glmark2 runs are the same or not.
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<danboid>
cphealy, Yeah thats a pretty big omission innit
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<cphealy>
Ideally resolution, buffer modifier used, and render pixel format would be listed.
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