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[09:06:01] <bridger> hi vulkan folks
[09:06:52] <bridger> Does vulkan require less or more passthrough power from cpu to gfx card than directx or opengl?
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[09:36:45] <neurre> hi
[09:38:13] <Lymia> bridger, I don't see how the graphics API in use would affect power usage
[09:38:46] <Lymia> Assuming equally efficient uses of the API, at least.
[09:42:47] <bridger> Lymia: Lemme put it this way, is vulkann more efficient because it uses more bandwidth from cpu to gpu interface compared to directx or opengl?
[09:44:55] <Lymia> Vulkan is potentially faster because it lets you explicitly ask for what you want, instead of making the driver guess. I doubt it'd be a big bandwidth difference because the majority of CPU->GPU bandwidth is going to be resources and data, not commands.
[09:45:30] <bridger> hmm
[09:45:33] <bridger> thanks
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[09:48:58] <Lymia> Granted, I'm assuming 3D gaming or something instead of... I don't know, word processing or something like that.
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[13:55:48] <HZun> Do GPUs flush their registers and shared memory upon context switches between different applications/processes? (i know that they dont between thread context switches in the same process, so this question is only about between different applications/processes).
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[14:21:35] <HZun> What are the advantages/purpose of the "specialized" shader stages instead of just using compute shaders for everything? (since they use the same SMs anyway)?
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[15:16:52] <HZun> fazias: thanks, though after reading it it does not seem to answer my question. or else i am just too stupid to understand it haha :D
[15:17:12] <HZun> i get the different between the normal different shader stages.
[15:17:15] <fazias> There is fixed function hardware on gpu's, specialized shader stages use them to their advantage.
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[15:18:09] <fazias> Anyhow, there are multiple parts to that, if you are interested in how gpu's work or why, most of your questions are answered in that.
[15:18:34] <HZun> i will read all of the parts then :)
[15:19:59] <HZun> however it is still written prior to vulkan. I thought perhabs that vulkan was low-level enough to use interopate with the fixed function stages from compute shaders in a performant way.
[15:20:56] <HZun> interoperate*
[15:21:16] <ratchet_freak> createGraphicsPipeline at least has input parameters that set the fixed pipeline bits
[15:21:29] <fazias> Nothing has changed that dramatically yet. The blog post holds for the majority of everything.
[15:21:47] <ratchet_freak> also the driver is allowed to do a lot of optimization so it's very likely to find the fixed function bits it can use
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[15:57:36] <HZun> ok thanks for the help :)
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[23:06:20] <HZun> Do Vulkan support parallelism similar to NVIDIA MPS (multi-process service) where different applications/processes can execute GPU in parallel as opposed to only being time-sliced?
[23:06:35] <HZun> on the GPU*
[23:06:42] <ratchet_freak> there are multiple queues you can dispatch to
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[23:13:46] <HZun> yes. but are the queues only parallel within the same "context"? for example is it scenario 1: where all the queues "belong" to application A, and then all the queues "belong" to application B such that their multi-tasking is timesliced. or is it scenario 2: where the application A can use queue-1 while application B uses queue-2, etc?
[23:14:42] <HZun> similar to how CUDA without MPS only allows concurrency within the same context.
[23:15:04] <HZun> even though that you might have multiple streams.
[23:15:06] <ratchet_freak> there is only 1 device so at some point stuff has to be timesliced
[23:16:42] <HZun> So i guess my question is if shader-A from application-A can execute on SM-A while shader-B from application-B executes on SM-B
[23:16:46] <HZun> if that makes sense.
[23:16:59] <ratchet_freak> that depends on the driver
[23:17:08] <ratchet_freak> though I expect them to be smart about that
[23:17:41] <HZun> for example, neither opengl or cuda (without MPS) supports that
[23:18:16] <ratchet_freak> so there should be proper dispatching logic to load balance
[23:19:56] <HZun> yeah so i guess my question is if any Vulkan drivers you guys know support this parallelism yet.
[23:20:03] <sharpneli> For caching purposes it generally doesn't make sense to split the work. It's likely faster if it schedules first the work from A and then from B completely
[23:21:09] <HZun> yeah. However i am thinking primarily about a scenario where a user is running multiple windowed applications simultaneously. such as a web browser in a windowed mode side by side with a video game in windowed mode.
[23:21:59] <HZun> though if the caches are not flushed upon a context switch, then splitting the work should be fine?
[23:22:10] <sharpneli> In WDDM iirc the scheduling goes by drawcall granurality. So there isn't any simultaneous scheduling
[23:22:30] <sharpneli> Why run two drawcalls in parallel if it's slower than run then sequentially?
[23:22:31] <ratchet_freak> but that isn't that much different from having multiple applications with opengl and/or D3D
[23:23:14] <sharpneli> Yup
[23:25:02] <HZun> but for example, WDDM has the denial-of-service watchdog that kicks in if a kernel/shaders runs for too long (even if the kernel only uses a single SM).
[23:25:29] <sharpneli> Sure. It's few seconds or whatever it was
[23:25:53] <sharpneli> Having less than 1 fps is kinda bad for any graphical application
[23:25:54] <HZun> so i am trying to determine if that is something that would be solvable on a linux desktop environment by using vulkan (if vulkan supports that kind of parallelism)
[23:26:26] <sharpneli> What is the problem actually? Programs running too fast or?
[23:27:18] <sharpneli> Some new gpu's are going to have pre-emption support so that long running programs can simply be swapped out if needed.
[23:27:43] <HZun> wanting to have support for long-running kernels while simultaneously having support for high-fps low-latency graphics in a different application/context/process.
[23:28:30] <HZun> preferable without doing any flushing of registers or caches.
[23:29:35] <sharpneli> Vulkan doesn't help with that as it requires HW support
[23:29:49] <sharpneli> And new gpu's are going to have it
[23:30:00] <ratchet_freak> and you are left with drivers doing proper timesharing
[23:30:06] <HZun> yeah i read about pascal gpus having support for fine-grained pre-emption. however i am unsure about if that is only pre-emption within the same application (for example an application can pre-empt one of its one kernels only, as opposed to pre-empting the kernel of another application).
[23:30:29] <sharpneli> You cannot pre-empt it. Driver can
[23:30:35] <sharpneli> It's tool for timesharing for the driver.
[23:35:11] <HZun> it was more of an example. like is the driver able to replace the pre-emptied kernel with a kernel from a different application. or is the new kernel always from within the same "context".
[23:35:15] <HZun> if that makes sense.
[23:36:09] <HZun> a solution that only supports Vulkan capable GPUs would of course be fine.
[23:36:44] <HZun> so when you talk about that new GPUs are going to have support for it, which gpus are you talking about?
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[23:38:38] <HZun> Anyway, my question still stands: Do you guys know of any Vulkan driver + GPU combination that supports running shader-A from application-A on SM-A while running shader-B from application-B on SM-B?
[23:39:46] <sharpneli> Depends. If AMD handles their scheduling by queues like they do in OpenCL then they do it like that
[23:39:49] <sharpneli> At least for compute
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[23:40:21] <sharpneli> But not surprisingly the amount of time given to each kernel is undefined.
[23:40:31] <sharpneli> What would you gain from that?
[23:40:52] <sharpneli> And yes. The driver is able to replace the kernel from whatever it has coming
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[23:46:35] <HZun> The gain would be if shader-A is long-running it does not stall shader-B which might be very short in duration. and that if shader-A only uses a single SM and shader-B also only uses a single SM, and the GPU has more than two SMs, then pre-emption would be an unneccesary non-performant way of archieving the concurrency.
[23:49:01] <sharpneli> Or likely way more performant
[23:49:08] <sharpneli> As all SM's share same memory bus
[23:50:30] <HZun> you are arguing that pre-emption would be way more performant?
[23:50:35] <sharpneli> But if a shader only uses single SM and another only single it's already done like that
[23:50:38] <sharpneli> They run at the same time
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[23:51:21] <sharpneli> In case of both shaders being able to fill all SM's pre-emption is likely more performant due to caching issues
[23:52:11] <HZun> hmmm, can you elaborate?
[23:52:46] <HZun> the same i see it, then pre-emption would flush the registers and the shared memory. wheras spatial-multitasking would not.
[23:52:48] <sharpneli> In general on graphics the memory accesses by instances are coherent. They want same memory or access it in linear fashion
[23:53:03] <sharpneli> Split into two and you get essentially random accesses.
[23:53:16] <sharpneli> Sure if the granularity is too small
[23:53:40] <HZun> the way i see it*
[23:54:58] <sharpneli> In the end one must test what works the best. And that's what the driver guys are doing
[23:55:07] <sharpneli> For api user it makes no difference.
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[23:57:10] <HZun> I agree. However it is worth noting if your are using an API that CAN support spatial multi-tasking if the driver developers perceive it as being the most performant vs. using an API that will probably never support (such as opengl without extensions, etc)
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