Demystifying Graphics and Media Work Synchronization
Offered By: Linux Foundation via YouTube
Course Description
Overview
Explore the intricacies of graphics and media work synchronization in this 46-minute conference talk by Daniel Stone from Collabora. Delve into topics such as DM device operations, memory allocation, command submission, and user space access. Understand implicit synchronization, Bo Buff limitations, and universal exchange. Learn about sync operations, portable cross-device solutions, and kernel DNA reservation. Discover the importance of timeline sync objects, weight before signal, and memory management in games and GPU computing. Examine performance penalties, design outlines, display timing, VBlank latency, and debug techniques. Gain insights into latency reduction, adaptive synchronization, and the challenges of graphics development, including the concept of the Uncanny Valley.
Syllabus
Introduction
Outline
DM
Device Specific Operations
Memory Allocation
Command Submission
Access
User Space
Implicit synchronization
Bo Buff Limitations
Bo Buff Universal Exchange
Sync Operations
Portable Cross Device
Kernel
DNA Reservation
Why
Timeline
Sync Objects
Weight Before Signal
Memory Management
Games
GPU and Compute
All the answers
Performance penalty
Design outline
Display
Timing
VBlank
Latency
Debug
Latency Reduction
Adaptive Synchronisation
Graphics Difficulty
Uncanny Valley
Taught by
Linux Foundation
Tags
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