v3d: Create a state uploader for packing our shaders together.
Shaders are usually quite short, and are private to the context. We can save memory and reduce the work the kernel needs to do at exec time by packing them together in a stream uploader for long-lived state.
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@@ -98,6 +98,8 @@ v3d_context_destroy(struct pipe_context *pctx)
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if (v3d->uploader)
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u_upload_destroy(v3d->uploader);
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if (v3d->state_uploader)
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u_upload_destroy(v3d->state_uploader);
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slab_destroy_child(&v3d->transfer_pool);
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@@ -159,6 +161,10 @@ v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
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v3d->uploader = u_upload_create_default(&v3d->base);
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v3d->base.stream_uploader = v3d->uploader;
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v3d->base.const_uploader = v3d->uploader;
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v3d->state_uploader = u_upload_create(&v3d->base,
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4096,
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PIPE_BIND_CONSTANT_BUFFER,
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PIPE_USAGE_STREAM, 0);
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v3d->blitter = util_blitter_create(pctx);
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if (!v3d->blitter)
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@@ -143,7 +143,8 @@ struct v3d_uncompiled_shader {
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};
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struct v3d_compiled_shader {
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struct v3d_bo *bo;
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struct pipe_resource *resource;
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uint32_t offset;
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union {
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struct v3d_prog_data *base;
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@@ -368,7 +369,15 @@ struct v3d_context {
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/** Sync object that our RCL or TFU job will update as its out_sync. */
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uint32_t out_sync;
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/* Stream uploader used by gallium internals. This could also be used
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* by driver internals, but we tend to use the v3d_cl.h interfaces
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* instead.
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*/
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struct u_upload_mgr *uploader;
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/* State uploader used inside the driver. This is for packing bits of
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* long-term state inside buffers.
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*/
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struct u_upload_mgr *state_uploader;
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/** @{ Current pipeline state objects */
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struct pipe_scissor_state scissor;
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@@ -27,6 +27,7 @@
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#include "util/u_memory.h"
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#include "util/ralloc.h"
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#include "util/hash_table.h"
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#include "util/u_upload_mgr.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_parse.h"
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#include "compiler/nir/nir.h"
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@@ -301,9 +302,8 @@ v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
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v3d_set_shader_uniform_dirty_flags(shader);
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shader->bo = v3d_bo_alloc(v3d->screen, shader_size, "shader");
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v3d_bo_map(shader->bo);
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memcpy(shader->bo->map, qpu_insts, shader_size);
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u_upload_data(v3d->state_uploader, 0, shader_size, 8,
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qpu_insts, &shader->offset, &shader->resource);
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free(qpu_insts);
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@@ -330,6 +330,13 @@ v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
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return shader;
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}
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static void
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v3d_free_compiled_shader(struct v3d_compiled_shader *shader)
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{
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pipe_resource_reference(&shader->resource, NULL);
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ralloc_free(shader);
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}
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static void
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v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
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struct v3d_texture_stateobj *texstate)
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@@ -606,12 +613,11 @@ delete_from_cache_if_matches(struct hash_table *ht,
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if (key->shader_state == so) {
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struct v3d_compiled_shader *shader = entry->data;
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_mesa_hash_table_remove(ht, entry);
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v3d_bo_unreference(&shader->bo);
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if (shader == *last_compile)
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*last_compile = NULL;
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ralloc_free(shader);
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v3d_free_compiled_shader(shader);
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}
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}
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@@ -677,15 +683,13 @@ v3d_program_fini(struct pipe_context *pctx)
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hash_table_foreach(v3d->fs_cache, entry) {
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struct v3d_compiled_shader *shader = entry->data;
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v3d_bo_unreference(&shader->bo);
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ralloc_free(shader);
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v3d_free_compiled_shader(shader);
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_mesa_hash_table_remove(v3d->fs_cache, entry);
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}
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hash_table_foreach(v3d->vs_cache, entry) {
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struct v3d_compiled_shader *shader = entry->data;
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v3d_bo_unreference(&shader->bo);
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ralloc_free(shader);
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v3d_free_compiled_shader(shader);
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_mesa_hash_table_remove(v3d->vs_cache, entry);
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}
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@@ -192,11 +192,14 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
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shader.fragment_shader_propagate_nans = true;
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shader.coordinate_shader_code_address =
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cl_address(v3d->prog.cs->bo, 0);
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cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
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v3d->prog.cs->offset);
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shader.vertex_shader_code_address =
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cl_address(v3d->prog.vs->bo, 0);
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cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
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v3d->prog.vs->offset);
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shader.fragment_shader_code_address =
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cl_address(v3d->prog.fs->bo, 0);
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cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
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v3d->prog.fs->offset);
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/* XXX: Use combined input/output size flag in the common
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* case.
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