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authorRafael Antognolli <[email protected]>2018-11-28 11:43:03 -0800
committerRafael Antognolli <[email protected]>2019-01-17 15:07:34 -0800
commit6a2d5ae305ad34bd26d033b7b564d21004147666 (patch)
treed44939864fce62e57cbce173b2daca8e7f9111c7 /src/glx/.gitignore
parent27478ce00e3619e2d3e6809a6e953295e8d651de (diff)
anv/allocator: Add anv_state_table.
Add a structure to hold anv_states. This table will initially be used to recycle anv_states, instead of relying on a linked list implemented in GPU memory. Later it could be used so that all anv_states just point to the content of this struct, instead of making copies of anv_states everywhere. One has to call anv_state_table_add(), which returns an index for the state in the table, and then get a pointer to such index, and finally fill in the rest of the struct. TODO: 1) There's a lot of common code between this table backing store memory and the anv_block_pool buffer, due to how we grow it. I think it's possible to refactory this and reuse code on both places. 2) Add unit tests. v3: - Rename state table memfd (Jason) - Return VK_ERROR_OUT_OF_HOST_MEMORY on more places (Jason) - anv_state_table_grow returns VkResult (Jason) - Rename variables to be more informative (Jason) - Return errors on state table grow. - Rename anv_state_table_push/pop to anv_free_list_push2/pop2 This will be renamed again to remove the trailing "2" later. v4: - Remove exit(-1) from anv_state_table (Jason). - Use uint32_t "next" field in anv_free_entry (Jason). Reviewed-by: Jason Ekstrand <[email protected]>
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