From 09ae776836ae0c5c3804000f4f458c31571ac28a Mon Sep 17 00:00:00 2001 From: Swung0x48 Date: Fri, 9 Oct 2026 08:19:04 -0400 Subject: [PATCH] Docs (P15): BSL 3 reps (1c +3.4 % fps on the GPU-bound scene; Magma ~0.99 of MobileGlues, whose runs fail only an out-of-window clock sample). --- docs/Disaggregated/notes/perf-p15/SCOREBOARD.md | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/docs/Disaggregated/notes/perf-p15/SCOREBOARD.md b/docs/Disaggregated/notes/perf-p15/SCOREBOARD.md index 99c4cf6c..58f11368 100644 --- a/docs/Disaggregated/notes/perf-p15/SCOREBOARD.md +++ b/docs/Disaggregated/notes/perf-p15/SCOREBOARD.md @@ -108,9 +108,14 @@ H2 sessions: - GetOrCreatePipeline 0.026 -> 0.013, MGPipeGetResourceOps 0.007 -> 0.002. - The H2 effect is about half of the profile sum. Each piece is below the session noise (+-0.05 ms), so the batch is measured as one. -- **c1cbsl (gpuhunt, Iris + BSL, after a cooldown):** 1c does not cost GPU time. - - t 53.8 fps (18.5 GPU ms/frame) vs y 55.7 (17.9), both at 100 % GPU busy. - - One VALID pair. The MobileGlues run (56.2) is INVALID: the GPU idled at 231 MHz in two warmup samples. +- **c1cbsl (gpuhunt, Iris + BSL, after a cooldown, 3 reps):** 1c does not cost GPU time. + - VALID runs: t 53.8 / 53.9 fps vs y 55.7 / 55.5 (+3.4 %), all at 100 % GPU busy (18.5 -> 17.9 GPU ms/frame). + - MobileGlues read 56.2 / 55.7 / 56.1, which puts Magma y at about 0.99 of it. All three MobileGlues + runs (and t r2, y r2) are INVALID for one reason: the freq sampler's first sample, about 40 s + before the windows, catches the idle GPU at 231 MHz. Every in-window sample of every run is at + the 578 MHz pin. + - A window-scoped validity check (freqcheck over the measure_raw.txt span) would admit them. That + is a harness change, not yet made. - **fbm:** the first memo is within noise on both backends (CPU 2.65 / 2.65 Magma, 3.04 / 3.04 Espryt). - It engaged only partly: Magma BuildFramebufferState 0.058 -> 0.032 ms/frame, and Espryt kept missing. - The build only runs on a binding switch, so one entry per target misses on every A/B/A switch.