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pcwalton's profile
Patrick Walton
Patrick Walton
Patrick Walton
@pcwalton

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Patrick Walton

@pcwalton

Research engineer at Mozilla

San Francisco, CA
pcwalton.github.io
Joined November 2009

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    1. Patrick Walton‏ @pcwalton 30 Jan 2019
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      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.)

      2 replies 3 retweets 19 likes
    2. Jedd Haberstro‏ @jhaberstro 30 Jan 2019
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      Replying to @pcwalton

      Newer GPUs are gaining better support for multi-tasking, so the serialized FIFO exexcution of command buffers is slowly becoming a thing of the past. Unfortunately, “legacy” GPUs will be around for a long, long time.

      1 reply 0 retweets 3 likes
    3. Patrick Walton‏ @pcwalton 30 Jan 2019
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      Replying to @jhaberstro

      Interesting, thanks for the info!

      2 replies 0 retweets 1 like
    4.  🚲 🚎 🥑‏ @crzwdjk 2 Feb 2019
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      Replying to @pcwalton @jhaberstro

      Context switching has been a feature of NVIDIA GPUs for quite a while, initially with command granularity but it's getting more fine-grained.

      1 reply 0 retweets 0 likes
    5. Jedd Haberstro‏ @jhaberstro 2 Feb 2019
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      Replying to @crzwdjk @pcwalton

      I don't think it was until Pascal that (GTX 1080/1070) NVIDIA implemented "fine-grain" context switching (instruction-level, aka save/restore a warp in the middle of its execution). It's also advertised as "compute preemption", so I'm not sure if graphics got the same.

      1 reply 0 retweets 2 likes
      Patrick Walton‏ @pcwalton 2 Feb 2019
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      Replying to @jhaberstro @crzwdjk

      I heard the context switching cost is huge compared to CPU (10s, 100s of kB?)

      11:11 AM - 2 Feb 2019
      1 reply 0 retweets 0 likes
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        2. Jedd Haberstro‏ @jhaberstro 2 Feb 2019
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          Replying to @pcwalton @crzwdjk

          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).

          1 reply 0 retweets 1 like
        3. Jedd Haberstro‏ @jhaberstro 2 Feb 2019
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          Replying to @jhaberstro @pcwalton @crzwdjk

          Worst case is basically the physical size of register file and shared memory, which is typically around 200-300kb per SM.

          1 reply 0 retweets 0 likes
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