diff options
Diffstat (limited to 'src/mesa/drivers/dri/common/texmem.c')
-rw-r--r-- | src/mesa/drivers/dri/common/texmem.c | 105 |
1 files changed, 81 insertions, 24 deletions
diff --git a/src/mesa/drivers/dri/common/texmem.c b/src/mesa/drivers/dri/common/texmem.c index bc12021411e..8fdad874124 100644 --- a/src/mesa/drivers/dri/common/texmem.c +++ b/src/mesa/drivers/dri/common/texmem.c @@ -477,6 +477,8 @@ void driAgeTextures( driTexHeap * heap ) +#define INDEX_ARRAY_SIZE 6 /* I'm not aware of driver with more than 2 heaps */ + /** * Allocate memory from a texture heap to hold a texture object. This * routine will attempt to allocate memory for the texture from the heaps @@ -528,39 +530,91 @@ driAllocateTexture( driTexHeap * const * heap_array, unsigned nr_heaps, */ if ( t->memBlock == NULL ) { - for ( id = 0 ; (t->memBlock == NULL) && (id < nr_heaps) ; id++ ) { + unsigned index[INDEX_ARRAY_SIZE]; + unsigned nrGoodHeaps = 0; + + /* Trying to avoid dynamic memory allocation. If you have more + * heaps, increase INDEX_ARRAY_SIZE. I'm not aware of any + * drivers with more than 2 tex heaps. */ + assert( nr_neaps < INDEX_ARRAY_SIZE ); + + /* Sort large enough heaps by duty. Insertion sort should be + * fast enough for such a short array. */ + for ( id = 0 ; id < nr_heaps ; id++ ) { heap = heap_array[ id ]; - if ( heap == NULL ) - continue; + if ( heap != NULL && t->totalSize <= heap->size ) { + unsigned j; - if ( t->totalSize <= heap->size ) { + for ( j = 0 ; j < nrGoodHeaps; j++ ) { + if ( heap->duty > heap_array[ index[ j ] ]->duty ) + break; + } - for ( cursor = heap->texture_objects.prev, temp = cursor->prev; - cursor != &heap->texture_objects ; - cursor = temp, temp = cursor->prev ) { - - /* The the LRU element. If the texture is bound to one of - * the texture units, then we cannot kick it out. - */ - if ( cursor->bound /* || cursor->reserved */ ) { - continue; - } + if ( j < nrGoodHeaps ) { + memmove( &index[ j+1 ], &index[ j ], + sizeof(index[ 0 ]) * (nrGoodHeaps - j) ); + } + + index[ j ] = id; - /* If this is a placeholder, there's no need to keep it */ - if (cursor->tObj) - driSwapOutTextureObject( cursor ); - else - driDestroyTextureObject( cursor ); + nrGoodHeaps++; + } + } - t->memBlock = mmAllocMem( heap->memory_heap, t->totalSize, - heap->alignmentShift, 0 ); + for ( id = 0 ; (t->memBlock == NULL) && (id < nrGoodHeaps) ; id++ ) { + heap = heap_array[ index[ id ] ]; - if (t->memBlock) - break; + for ( cursor = heap->texture_objects.prev, temp = cursor->prev; + cursor != &heap->texture_objects ; + cursor = temp, temp = cursor->prev ) { + + /* The the LRU element. If the texture is bound to one of + * the texture units, then we cannot kick it out. + */ + if ( cursor->bound /* || cursor->reserved */ ) { + continue; } - } /* if ( t->totalSize <= heap->size ) ... */ + + if ( cursor->memBlock ) + heap->duty -= cursor->memBlock->size; + + /* If this is a placeholder, there's no need to keep it */ + if (cursor->tObj) + driSwapOutTextureObject( cursor ); + else + driDestroyTextureObject( cursor ); + + t->memBlock = mmAllocMem( heap->memory_heap, t->totalSize, + heap->alignmentShift, 0 ); + + if (t->memBlock) + break; + } } + + /* Rebalance duties. If a heap kicked more data than its duty, + * then all other heaps get that amount multiplied with their + * relative weight added to their duty. The negative duty is + * reset to 0. In the end all heaps have a duty >= 0. + * + * CAUTION: we must not change the heap pointer here, because it + * is used below to update the texture object. + */ + for ( id = 0 ; id < nr_heaps ; id++ ) + if ( heap_array[ id ] != NULL && heap_array[ id ]->duty < 0) { + int duty = -heap_array[ id ]->duty; + double weight = heap_array[ id ]->weight; + unsigned j; + + for ( j = 0 ; j < nr_heaps ; j++ ) + if ( j != id && heap_array[ j ] != NULL ) { + heap_array[ j ]->duty += (double) duty * + heap_array[ j ]->weight / weight; + } + + heap_array[ id ]->duty = 0; + } } @@ -679,6 +733,9 @@ driCreateTextureHeap( unsigned heap_id, void * context, unsigned size, make_empty_list( & heap->texture_objects ); driSetTextureSwapCounterLocation( heap, NULL ); + + heap->weight = heap->size; + heap->duty = 0; } else { FREE( heap ); |