radv: Add suballocation for shaders.

This reduces the number of BOs that we need for the BO lists during
a submission.

Currently uses a fairly simple linear search for finding free space,
that could eventually be improved to a binary tree, which with some
per-node info could make a check for space O(1) and finding it O(log n),
in the number of buffers in that slab.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Bas Nieuwenhuizen
2017-03-12 22:43:51 +01:00
parent fe3d2559d9
commit c9d4b571ad
5 changed files with 93 additions and 21 deletions

View File

@@ -381,7 +381,10 @@ void radv_shader_variant_destroy(struct radv_device *device,
if (!p_atomic_dec_zero(&variant->ref_count))
return;
device->ws->buffer_destroy(variant->bo);
mtx_lock(&device->shader_slab_mutex);
list_del(&variant->slab_list);
mtx_unlock(&device->shader_slab_mutex);
free(variant);
}
@@ -431,14 +434,8 @@ static void radv_fill_shader_variant(struct radv_device *device,
S_00B848_DX10_CLAMP(1) |
S_00B848_FLOAT_MODE(variant->config.float_mode);
variant->bo = device->ws->buffer_create(device->ws, binary->code_size, 256,
RADEON_DOMAIN_VRAM, RADEON_FLAG_CPU_ACCESS);
void *ptr = device->ws->buffer_map(variant->bo);
void *ptr = radv_alloc_shader_memory(device, variant);
memcpy(ptr, binary->code, binary->code_size);
device->ws->buffer_unmap(variant->bo);
}
static struct radv_shader_variant *radv_shader_variant_create(struct radv_device *device,
@@ -2426,3 +2423,56 @@ VkResult radv_CreateComputePipelines(
return result;
}
void *radv_alloc_shader_memory(struct radv_device *device,
struct radv_shader_variant *shader)
{
mtx_lock(&device->shader_slab_mutex);
list_for_each_entry(struct radv_shader_slab, slab, &device->shader_slabs, slabs) {
uint64_t offset = 0;
list_for_each_entry(struct radv_shader_variant, s, &slab->shaders, slab_list) {
if (s->bo_offset - offset >= shader->code_size) {
shader->bo = slab->bo;
shader->bo_offset = offset;
list_addtail(&shader->slab_list, &s->slab_list);
mtx_unlock(&device->shader_slab_mutex);
return slab->ptr + offset;
}
offset = align_u64(s->bo_offset + s->code_size, 256);
}
if (slab->size - offset >= shader->code_size) {
shader->bo = slab->bo;
shader->bo_offset = offset;
list_addtail(&shader->slab_list, &slab->shaders);
mtx_unlock(&device->shader_slab_mutex);
return slab->ptr + offset;
}
}
mtx_unlock(&device->shader_slab_mutex);
struct radv_shader_slab *slab = calloc(1, sizeof(struct radv_shader_slab));
slab->size = 256 * 1024;
slab->bo = device->ws->buffer_create(device->ws, slab->size, 256,
RADEON_DOMAIN_VRAM, 0);
slab->ptr = (char*)device->ws->buffer_map(slab->bo);
list_inithead(&slab->shaders);
mtx_lock(&device->shader_slab_mutex);
list_add(&slab->slabs, &device->shader_slabs);
shader->bo = slab->bo;
shader->bo_offset = 0;
list_add(&shader->slab_list, &slab->shaders);
mtx_unlock(&device->shader_slab_mutex);
return slab->ptr;
}
void radv_destroy_shader_slabs(struct radv_device *device)
{
list_for_each_entry_safe(struct radv_shader_slab, slab, &device->shader_slabs, slabs) {
device->ws->buffer_destroy(slab->bo);
free(slab);
}
mtx_destroy(&device->shader_slab_mutex);
}