diff options
author | Samuel Pitoiset <[email protected]> | 2016-08-31 22:52:46 +0200 |
---|---|---|
committer | Samuel Pitoiset <[email protected]> | 2016-09-01 21:25:35 +0200 |
commit | 65570588275e0c3a9823018f0d781014c1512303 (patch) | |
tree | 78ad8ad4919fcc088f1f2f3c12ab56cd16726ad4 | |
parent | 96e21ad7634452312ef7e51e67ef496756e90237 (diff) |
nvc0: allow to resize the code segment dynamically
When an application uses a ton of shaders, we need to evict them
when the code segment is full but this is not really a good solution
if monster shaders are used because code eviction will happen a lot.
To avoid this, it seems better to dynamically resize the code
segment area after each eviction. The maximum size is arbitrary
fixed to 8MB which should be enough.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
-rw-r--r-- | src/gallium/drivers/nouveau/nvc0/nvc0_program.c | 25 |
1 files changed, 24 insertions, 1 deletions
diff --git a/src/gallium/drivers/nouveau/nvc0/nvc0_program.c b/src/gallium/drivers/nouveau/nvc0/nvc0_program.c index 66640eacbe8..9f29b2983cc 100644 --- a/src/gallium/drivers/nouveau/nvc0/nvc0_program.c +++ b/src/gallium/drivers/nouveau/nvc0/nvc0_program.c @@ -788,12 +788,35 @@ nvc0_program_upload(struct nvc0_context *nvc0, struct nvc0_program *prog) } debug_printf("WARNING: out of code space, evicting all shaders.\n"); + /* Make sure to synchronize before deleting the code segment. */ + IMMED_NVC0(nvc0->base.pushbuf, NVC0_3D(SERIALIZE), 0); + + if ((screen->text->size << 1) <= (1 << 23)) { + ret = nvc0_screen_resize_text_area(screen, screen->text->size << 1); + if (ret) { + NOUVEAU_ERR("Error allocating TEXT area: %d\n", ret); + return false; + } + nouveau_bufctx_reset(nvc0->bufctx_3d, NVC0_BIND_3D_TEXT); + BCTX_REFN_bo(nvc0->bufctx_3d, 3D_TEXT, + NV_VRAM_DOMAIN(&screen->base) | NOUVEAU_BO_RD, + screen->text); + if (screen->compute) { + nouveau_bufctx_reset(nvc0->bufctx_cp, NVC0_BIND_CP_TEXT); + BCTX_REFN_bo(nvc0->bufctx_cp, CP_TEXT, + NV_VRAM_DOMAIN(&screen->base) | NOUVEAU_BO_RD, + screen->text); + } + + /* Re-upload the builtin function into the new code segment. */ + nvc0_program_library_upload(nvc0); + } + ret = nvc0_program_alloc_code(nvc0, prog); if (ret) { NOUVEAU_ERR("shader too large (0x%x) to fit in code space ?\n", size); return false; } - IMMED_NVC0(nvc0->base.pushbuf, NVC0_3D(SERIALIZE), 0); /* All currently bound shaders have to be reuploaded. */ for (int i = 0; i < ARRAY_SIZE(progs); i++) { |