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authorSamuel Pitoiset <[email protected]>2016-08-31 22:52:46 +0200
committerSamuel Pitoiset <[email protected]>2016-09-01 21:25:35 +0200
commit65570588275e0c3a9823018f0d781014c1512303 (patch)
tree78ad8ad4919fcc088f1f2f3c12ab56cd16726ad4 /src/gallium
parent96e21ad7634452312ef7e51e67ef496756e90237 (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]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/nouveau/nvc0/nvc0_program.c25
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++) {