Hi,
On Tue, Apr 04, 2006 at 03:49:56PM +0100, Mike Hearn wrote:
So in this case either the CPU time goes way high when the 3D scene first appears, or maybe my 3D driver (nvidia) is not allowing pre-emption enough.
nvidia... nvidia... Hrmmm... might this just be caused by the recent annoying sched_yield nvidia driver issue that also managed to char-coal Xgl completely? (jagged window moves, abysmal performance, ...)?
Just a stab in the dark, but...
I guess I'm uneasy about this idea of keeping cpu time low, even for threads we control, because how do we debug it? How does one monitor a scheduler anyway? Maybe the problem is our audio thread is using too much cpu time - ok, how do we measure that? How much is too much? What threshold do we have to beat to get scheduling latency low enough to work properly? How do we figure out if the scheduler is doing what we think it's doing? What if it is a driver problem? This all seems very opaque to me.
Exactly my thoughts. Debugging it may be somewhat difficult, but if it finally works then a non-realtime solution (whatever the problem actually is) will be so much nicer from a clean design point of view.
Andreas