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RenderStatePackager is not using multiple threads on MacOS #88

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speedym opened this issue Dec 24, 2021 · 5 comments
Closed

RenderStatePackager is not using multiple threads on MacOS #88

speedym opened this issue Dec 24, 2021 · 5 comments
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@speedym
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speedym commented Dec 24, 2021

CPU usage of RenderStatePackager is around 10% with 90% of the CPU being idle when compiling multiple .json files on MacOS (--metal_ios).

@MikhailGorobets
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MikhailGorobets commented Dec 24, 2021

@speedym What is stage of execution? Shader compilation or archive serialization?
Also try experimenting with the number of threads (argument -t)

@MikhailGorobets MikhailGorobets self-assigned this Dec 24, 2021
@speedym
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speedym commented Dec 24, 2021

@MikhailGorobets I have sent a repro case via email as it is under NDA. I think only one instance of the metal tool is called at any given moment.

@speedym
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speedym commented Jan 19, 2022

I have just retested with the latest RenderStatePackager and I can confirm that this issue has not been fixed. The idle% when using top command line tool is 90%, and the average CPU usage is around 10%.

@TheMostDiligent
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The packager starts the specified number of threads, and on MacOS it starts individual process to compile shaders in every thread. Our initial investigation showed that there is a bottleneck in GLSLang memory allocator.
We will investigate this issue further.

@TheMostDiligent
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Apparently, this works OK on M1 MacBooks, so there might be some issue on Apple side.
@speedym closing this now, but feel free to reopen if the issue is still relevant.

@TheMostDiligent TheMostDiligent closed this as not planned Won't fix, can't repro, duplicate, stale Jun 28, 2022
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