| Commit message (Collapse) | Author | Age | Files | Lines |
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Since almost all BOs will be in one CL at a time, this cache will almost
always hit except for the first usage of the BO in each CL.
This didn't show up as statistically significant on the minetest trace
(n=340), but if I lop off the throttled lobe of the bimodal distribution,
it very clearly does (0.74731% +/- 0.162093%, n=269).
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If we get up toward 256MB (or whatever the CMA area size is),
VC4_GEM_CREATE will start throwing errors. Even if we don't trigger
that, when we flush the kernel's BO allocation for the CLs or bin
memory may end up throwing an error, at which point our job won't get
rendered at all.
Just flush early (half of maximum CMA size) so that hopefully we never
get to that point.
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No change in behavior. ralloc_size is equivalent to rzalloc_size.
That will change though.
Calls not switched to rzalloc_size:
- ralloc_vasprintf
- glsl_type::name allocation (it's filled with snprintf)
- C++ classes where valgrind didn't show uninitialized values
I switched most of non-glsl stuff to rzalloc without checking whether
it's really needed.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a preparation step for having multiple jobs being queued up at the
same time.
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Drops 680 bytes of code, from avoiding a bunch of extra updates to the
next pointer in the struct.
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I needed to rewrite this a bit for safety checking in the next commit.
Despite being a static inline of the same thing that was being done, we
lose 36 bytes of code for some reason.
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The optimizer obviously doesn't have the ability to rewrite these to skip
the size checks per call, so we have to do it manually.
Improves a norast benchmark on simulation by 0.779706% +/- 0.405838%
(n=6087).
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Otherwise, once we're not flushing at the end of every draw, we'll free
things like gallium resources, and free the backing GEM object, before
we've flushed the rendering using it to the kernel.
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This ensures that when I'm using the simulator, I get a closer match to
what behavior on real hardware will be. It lets me rapidly iterate on the
kernel validation code (which otherwise has a several-minute turnaround
time), and helps catch buffer overflow bugs in the userspace driver
faster.
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This mostly just takes every draw call and turns it into a sequence of
commands that clear the FBO and draw a single shaded triangle to it,
regardless of the actual input vertices or shaders. I copied the initial
driver skeleton mostly from freedreno, and I've preserved Rob Clark's
copyright for those. I also based my initial hardcoded shaders and
command lists on Scott Mansell (phire)'s "hackdriver" project, though the
bit patterns of the shaders emitted end up being different.
v2: Rebase on gallium megadrivers changes.
v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
v4: Rely on simpenrose actually being installed when building for
simulation.
v5: Add more header duplicate-include guards.
v6: Apply Emil's review (protection against vc4 sim and ilo at the same
time, and dropping the dricommon drm bits) and fix a copyright header
(thanks, Roland)
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