radv: cache the slab bo pointer in the pipeline.
Otherwise each emission has to pointer chase across cachelines. Reduces overhead seen with zink on pixmark volplosion test. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16393>
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@@ -1405,7 +1405,7 @@ radv_emit_graphics_pipeline(struct radv_cmd_buffer *cmd_buffer)
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radv_emit_batch_break_on_new_ps(cmd_buffer);
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radv_cs_add_buffer(cmd_buffer->device->ws, cmd_buffer->cs, pipeline->slab->alloc->arena->bo);
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radv_cs_add_buffer(cmd_buffer->device->ws, cmd_buffer->cs, pipeline->slab_bo);
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if (unlikely(cmd_buffer->device->trace_bo))
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radv_save_pipeline(cmd_buffer, pipeline);
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@@ -3810,6 +3810,8 @@ radv_upload_shaders(struct radv_device *device, struct radv_pipeline *pipeline,
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if (!pipeline->slab)
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return VK_ERROR_OUT_OF_DEVICE_MEMORY;
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pipeline->slab_bo = pipeline->slab->alloc->arena->bo;
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/* Upload shader binaries. */
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uint64_t slab_va = radv_buffer_get_va(pipeline->slab->alloc->arena->bo);
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uint32_t slab_offset = pipeline->slab->alloc->offset;
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@@ -387,6 +387,7 @@ radv_create_shaders_from_pipeline_cache(
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entry->slab = pipeline->slab;
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} else {
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pipeline->slab = entry->slab;
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pipeline->slab_bo = pipeline->slab->alloc->arena->bo;
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}
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if (num_stack_sizes) {
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@@ -1881,6 +1881,7 @@ struct radv_pipeline {
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struct radv_dynamic_state dynamic_state;
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struct radv_pipeline_slab *slab;
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struct radeon_winsys_bo *slab_bo;
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bool need_indirect_descriptor_sets;
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struct radv_shader *shaders[MESA_VULKAN_SHADER_STAGES];
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