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Re: [PATCH] Increase initial vertex container size by order of magnitude

 

Le 01/02/2018 à 18:16, Jon Evans a écrit :
> Thanks for the data, Seth.
> 
> I'm curious, has anyone tried my other patch (changing from bitset to vector) to see if it has any
> performance impact on your machines?

I just tested it in Gerbview, and I do not really seen any performance change.

During my tests, I noticed a relly strange behavior (not depending on this patch):

I loaded all .gbr samples:
- The first time I sort layers by X2 order, the calculation time is 23 - 25 s.
- The second time (and next times) I sort layers by X2 order, the calculation time is 45 s.

> 
> -Jon
> 
> On Thu, Feb 1, 2018 at 11:58 AM, Seth Hillbrand <seth.hillbrand@xxxxxxxxx
> <mailto:seth.hillbrand@xxxxxxxxx>> wrote:
> 
>     Hi Jon-
> 
>     I see a similar situation to JP (although my machine is not so fast).  Loading all layers is
>     fast.  Changing the dcode display takes about 40s on my machine and no difference in the patch. 
>     Interestingly, it is faster for me to close all layers, change the dcode display and re-open the
>     files than it is to change the display with the files open.
> 
>     I also tried the halftone image from https://bugs.launchpad.net/kicad/+bug/1745050
>     <https://bugs.launchpad.net/kicad/+bug/1745050> in pcbnew.  Without the patch, it takes about 30
>     seconds to re-draw the vertices.  With the patch, it takes about 25s.  By making the new size a
>     power of two (right now it is 2^20, so if we make it 2^24), I get a 20s load time.  However,
>     increasing beyond my GPU's memory (2^26) results in no image whatsoever.  So I suspect that more
>     limited GPUs may see a similar issue sooner.
> 
>     -S
> 
>     2018-02-01 7:48 GMT-08:00 jp charras <jp.charras@xxxxxxxxxx <mailto:jp.charras@xxxxxxxxxx>>:
> 
>         Le 01/02/2018 à 15:34, Jon Evans a écrit :
>         > Thanks for feedback Orson and JP, I will definitely keep investigating.
>         > FYI I only see a big speed change in GerbView when loading all of the test files (not just a single
>         > layer) from the bug report.
>         > I also see no difference in pcbnew (which tends to have much fewer vertices)
> 
>         Exactly, loading all files is fast.
> 
>         This is only running "Sort Layers if X2 Mode" (or Show / hide DCodes) that takes a while.
>         (25s with or without the patch)
> 
>         >
>         > -Jon
>         >
>         > On Thu, Feb 1, 2018 at 6:05 AM, jp charras <jp.charras@xxxxxxxxxx
>         <mailto:jp.charras@xxxxxxxxxx> <mailto:jp.charras@xxxxxxxxxx
>         <mailto:jp.charras@xxxxxxxxxx>>> wrote:
>         >
>         >     Le 01/02/2018 à 10:43, Maciej Sumiński a écrit :
>         >     > Hi Jon,
>         >     >
>         >     > TL;DR: I have no idea why it boosts the performance. I would love to see
>         >     > some extra input from others, to see if patch helps on other systems or
>         >     > at least does not decrease performance on low-spec cards.
>         >     >
>         >     >
>         >     > It is hard to explain why do you see a performance boost. I tried it on
>         >     > my machine (integrated Intel GPU), it takes the same time to load the
>         >     > files attached to the bug report. You can set WXTRACE environmental
>         >     > variable to trace vertex allocation (only for debug builds):
>         >
>         >     I have a similar result: no significant performance boost.
>         >     I loaded only one test file "acquire-PWM-F.Cu.gbr".
>         >     It is fast to load, but takes 12 - 13 seconds to redraw when I run "Sort Layers if X2
>         Mode"
>         >
>         >     >
>         >     > WXTRACE=GAL_CACHED_CONTAINER_GPU ./gerbview/gerbview
>         >     > 10:20:00 AM: Trace: (GAL_CACHED_CONTAINER_GPU) Resizing & defragmenting
>         >     > container from 1048576 to 2097152
>         >     > 10:20:00 AM: Trace: (GAL_CACHED_CONTAINER_GPU) Defragmented container
>         >     > storing 1048576 vertices / 44.6 ms
>         >     > 10:20:04 AM: Trace: (GAL_CACHED_CONTAINER_GPU) Resizing & defragmenting
>         >     > container from 2097152 to 4194304
>         >     > 10:20:04 AM: Trace: (GAL_CACHED_CONTAINER_GPU) Defragmented container
>         >     > storing 2097147 vertices / 80.1 ms
>         >     > 10:20:11 AM: Trace: (GAL_CACHED_CONTAINER_GPU) Resizing & defragmenting
>         >     > container from 4194304 to 8388608
>         >     > 10:20:11 AM: Trace: (GAL_CACHED_CONTAINER_GPU) Defragmented container
>         >     > storing 4194300 vertices / 144.7 ms
>         >     >
>         >     > It is true that once your patch is applied there are no resize &
>         >     > defragment operations, but it looks as if it saved only several hundred
>         >     > msecs. Maybe it is different for nVidia cards.
>         >     >
>         >     > Regarding low-end GPUs: each vertex is 32 bytes, so resizing the initial
>         >     > container size from 1048576 to 10485760, changes the initial occupied
>         >     > video memory (or RAM if GPU cannot cope with video memory mapping) from
>         >     > 32 MB to 320 MB. I traced the container code and it turns out only very
>         >     > complex boards (A64-OLinuXino and Chris's motherboard) require 2M or 4M
>         >     > vertices in pcbnew, so the majority of the allocated memory stays unused
>         >     > for most cases. I think we should look for performance improvements
>         >     > elsewhere.
>         >     >
>         >     > One of ideas I never had the time to implement is to reduce vertex size
>         >     > (struct VERTEX) by replacing full color information with an index to a
>         >     > color palette stored in an uniform object.
>         >     >
>         >     > Another possible modification is to get rid of shader parameters for
>         >     > vertices that do not use them. It would require two cached containers -
>         >     > one for plain vertices, the other for vertices with parameters.
>         >     >
>         >     > Cheers,
>         >     > Orson
>         >     >
>         >     > On 02/01/2018 04:29 AM, Jon Evans wrote:
>         >     >> Next in the series of OpenGL performance work related to this bug:
>         >     >> https://bugs.launchpad.net/kicad/+bug/1745203
>         <https://bugs.launchpad.net/kicad/+bug/1745203>
>         <https://bugs.launchpad.net/kicad/+bug/1745203 <https://bugs.launchpad.net/kicad/+bug/1745203>>
>         >     >>
>         >     >> In the scenario of this bug report (load lots of gerber files, each with
>         >     >> lots of items) we struggle with vertex allocation.
>         >     >> On my Linux system with NVIDIA GPU, the attached patch speeds up
>         >     >> load/display of the file (and showing of Dcodes) by 50%.
>         >     >>
>         >     >> This patch feels kind of like a hack; and I'm not sure if it would cause
>         >     >> any issues on low-spec systems.
>         >     >> I'm curious for input from Orson/Tom and anyone else who has looked at our
>         >     >> OpenGL system.
>         >     >>
>         >     >> But, if it is safe, it could be a nice one-line speed improvement for
>         >     >> scenarios where we throw tons of items at the OpenGL GAL.
>         >     >>
>         >     >> Maybe a longer-term fix would be to take a look at the vertex container
>         >     >> algorithms and see if we can be more intelligent about when and how much we
>         >     >> allocate memory to reduce this overhead without having such a huge initial
>         >     >> size.
>         >     >>
>         >     >> -Jon
>         >     >>

-- 
Jean-Pierre CHARRAS


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