The idea of a “paint thread” that’s isolated enough from the “compositor thread” so as to never jank scrolling in the latter is fundamentally at odds with the way the GPU FIFO works. (Assuming the paint thread uses the GPU.)
I heard the context switching cost is huge compared to CPU (10s, 100s of kB?)
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Let's take a real-ish example: workgroup size = 128 threads (4 warps), 16kb of shared memory per wg, 32 registers per thread. That's 32kb of memory to context switch one thread group (ignoring execution state private to the shader core).
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Worst case is basically the physical size of register file and shared memory, which is typically around 200-300kb per SM.
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