radv: Upload shaders to invisible VRAM on small BAR systems.

Following PAL's implementation, this patch avoids allocating shader code
buffers in BAR and use SDMA to upload them to invisible VRAM
directly.

For some games like HZD, shaders can take as much as 400MB, which exceeds
the non-resizable BAR size (256MB) and cause inconsistent spilling
behavior. The kernel will normally move these to invisible VRAM on its own,
but there are a few cases that it does not reliably happen. This patch does
the moving explicitly in the driver to ensure predictable results.

In this patch, we upload the shaders synchronously; so the shader will be
ready as soon as vkCreate*Pipeline returns. A following patch will make
this asynchronous and don't block until we see a use of the pipeline.

As a side effect, when SQTT is used we now store the shaders on a cacheable
buffer which would speed up writing the trace to the disk.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16271>
This commit is contained in:
Tatsuyuki Ishi
2023-02-24 14:56:20 +09:00
committed by Marge Bot
parent 3b258ae2d9
commit a8c5fd3b1b
9 changed files with 414 additions and 39 deletions

View File

@@ -100,6 +100,7 @@ static const struct debug_control radv_perftest_options[] = {
{"gpl", RADV_PERFTEST_GPL},
{"ngg_streamout", RADV_PERFTEST_NGG_STREAMOUT},
{"video_decode", RADV_PERFTEST_VIDEO_DECODE},
{"dmashaders", RADV_PERFTEST_DMA_SHADERS},
{NULL, 0}};
const char *