diff options
author | Jason Ekstrand <[email protected]> | 2017-04-24 01:51:51 -0700 |
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committer | Jason Ekstrand <[email protected]> | 2017-05-04 19:07:54 -0700 |
commit | f82d3d38b62048246c4df999a1789b5cb60184c6 (patch) | |
tree | a2ebc05fe825f8149e87edcbca1ef10f9f927d7f /src | |
parent | 8c079b566e59df2f6d0e0deb951078aba862991d (diff) |
anv/allocator: Allow state pools to allocate large states
Previously, the maximum size of a state that could be allocated from a
state pool was a block. However, this has caused us various issues
particularly with shaders which are potentially very large. We've also
hit issues with render passes with a large number of attachments when we
go to allocate the block of surface state. This effectively removes the
restriction on the maximum size of a single state. (There's still a
limit of 1MB imposed by a fixed-length bucket array.)
For states larger than the block size, we just grab a large block off of
the block pool rather than sub-allocating. When we go to allocate some
chunk of state and the current bucket does not have state, we try to
pull a chunk from some larger bucket and split it up. This should
improve memory usage if a client occasionally allocates a large block of
state.
This commit is inspired by some similar work done by Juan A. Suarez
Romero <[email protected]>.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/intel/vulkan/anv_allocator.c | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/src/intel/vulkan/anv_allocator.c b/src/intel/vulkan/anv_allocator.c index a74b8decd24..3988a1ab2b8 100644 --- a/src/intel/vulkan/anv_allocator.c +++ b/src/intel/vulkan/anv_allocator.c @@ -663,6 +663,12 @@ anv_fixed_size_state_pool_alloc_new(struct anv_fixed_size_state_pool *pool, struct anv_block_state block, old, new; uint32_t offset; + /* If our state is large, we don't need any sub-allocation from a block. + * Instead, we just grab whole (potentially large) blocks. + */ + if (state_size >= block_size) + return anv_block_pool_alloc(block_pool, state_size); + restart: block.u64 = __sync_fetch_and_add(&pool->block.u64, state_size); @@ -715,6 +721,69 @@ anv_state_pool_alloc_no_vg(struct anv_state_pool *pool, goto done; } + /* Try to grab a chunk from some larger bucket and split it up */ + for (unsigned b = bucket + 1; b < ANV_STATE_BUCKETS; b++) { + int32_t chunk_offset; + if (anv_free_list_pop(&pool->buckets[b].free_list, + &pool->block_pool.map, &chunk_offset)) { + unsigned chunk_size = anv_state_pool_get_bucket_size(b); + + /* We've found a chunk that's larger than the requested state size. + * There are a couple of options as to what we do with it: + * + * 1) We could fully split the chunk into state.alloc_size sized + * pieces. However, this would mean that allocating a 16B + * state could potentially split a 2MB chunk into 512K smaller + * chunks. This would lead to unnecessary fragmentation. + * + * 2) The classic "buddy allocator" method would have us split the + * chunk in half and return one half. Then we would split the + * remaining half in half and return one half, and repeat as + * needed until we get down to the size we want. However, if + * you are allocating a bunch of the same size state (which is + * the common case), this means that every other allocation has + * to go up a level and every fourth goes up two levels, etc. + * This is not nearly as efficient as it could be if we did a + * little more work up-front. + * + * 3) Split the difference between (1) and (2) by doing a + * two-level split. If it's bigger than some fixed block_size, + * we split it into block_size sized chunks and return all but + * one of them. Then we split what remains into + * state.alloc_size sized chunks and return all but one. + * + * We choose option (3). + */ + if (chunk_size > pool->block_size && + state.alloc_size < pool->block_size) { + assert(chunk_size % pool->block_size == 0); + /* We don't want to split giant chunks into tiny chunks. Instead, + * break anything bigger than a block into block-sized chunks and + * then break it down into bucket-sized chunks from there. Return + * all but the first block of the chunk to the block bucket. + */ + const uint32_t block_bucket = + anv_state_pool_get_bucket(pool->block_size); + anv_free_list_push(&pool->buckets[block_bucket].free_list, + pool->block_pool.map, + chunk_offset + pool->block_size, + pool->block_size, + (chunk_size / pool->block_size) - 1); + chunk_size = pool->block_size; + } + + assert(chunk_size % state.alloc_size == 0); + anv_free_list_push(&pool->buckets[bucket].free_list, + pool->block_pool.map, + chunk_offset + state.alloc_size, + state.alloc_size, + (chunk_size / state.alloc_size) - 1); + + state.offset = chunk_offset; + goto done; + } + } + state.offset = anv_fixed_size_state_pool_alloc_new(&pool->buckets[bucket], &pool->block_pool, state.alloc_size, |