anv/allocator: Allow state pools to allocate large states

Previously, the maximum size of a state that could be allocated from a
state pool was a block.  However, this has caused us various issues
particularly with shaders which are potentially very large.  We've also
hit issues with render passes with a large number of attachments when we
go to allocate the block of surface state.  This effectively removes the
restriction on the maximum size of a single state.  (There's still a
limit of 1MB imposed by a fixed-length bucket array.)

For states larger than the block size, we just grab a large block off of
the block pool rather than sub-allocating.  When we go to allocate some
chunk of state and the current bucket does not have state, we try to
pull a chunk from some larger bucket and split it up.  This should
improve memory usage if a client occasionally allocates a large block of
state.

This commit is inspired by some similar work done by Juan A. Suarez
Romero <jasuarez@igalia.com>.

Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
This commit is contained in:
Jason Ekstrand
2017-04-24 01:51:51 -07:00
parent 8c079b566e
commit f82d3d38b6

View File

@@ -663,6 +663,12 @@ anv_fixed_size_state_pool_alloc_new(struct anv_fixed_size_state_pool *pool,
struct anv_block_state block, old, new;
uint32_t offset;
/* If our state is large, we don't need any sub-allocation from a block.
* Instead, we just grab whole (potentially large) blocks.
*/
if (state_size >= block_size)
return anv_block_pool_alloc(block_pool, state_size);
restart:
block.u64 = __sync_fetch_and_add(&pool->block.u64, state_size);
@@ -715,6 +721,69 @@ anv_state_pool_alloc_no_vg(struct anv_state_pool *pool,
goto done;
}
/* Try to grab a chunk from some larger bucket and split it up */
for (unsigned b = bucket + 1; b < ANV_STATE_BUCKETS; b++) {
int32_t chunk_offset;
if (anv_free_list_pop(&pool->buckets[b].free_list,
&pool->block_pool.map, &chunk_offset)) {
unsigned chunk_size = anv_state_pool_get_bucket_size(b);
/* We've found a chunk that's larger than the requested state size.
* There are a couple of options as to what we do with it:
*
* 1) We could fully split the chunk into state.alloc_size sized
* pieces. However, this would mean that allocating a 16B
* state could potentially split a 2MB chunk into 512K smaller
* chunks. This would lead to unnecessary fragmentation.
*
* 2) The classic "buddy allocator" method would have us split the
* chunk in half and return one half. Then we would split the
* remaining half in half and return one half, and repeat as
* needed until we get down to the size we want. However, if
* you are allocating a bunch of the same size state (which is
* the common case), this means that every other allocation has
* to go up a level and every fourth goes up two levels, etc.
* This is not nearly as efficient as it could be if we did a
* little more work up-front.
*
* 3) Split the difference between (1) and (2) by doing a
* two-level split. If it's bigger than some fixed block_size,
* we split it into block_size sized chunks and return all but
* one of them. Then we split what remains into
* state.alloc_size sized chunks and return all but one.
*
* We choose option (3).
*/
if (chunk_size > pool->block_size &&
state.alloc_size < pool->block_size) {
assert(chunk_size % pool->block_size == 0);
/* We don't want to split giant chunks into tiny chunks. Instead,
* break anything bigger than a block into block-sized chunks and
* then break it down into bucket-sized chunks from there. Return
* all but the first block of the chunk to the block bucket.
*/
const uint32_t block_bucket =
anv_state_pool_get_bucket(pool->block_size);
anv_free_list_push(&pool->buckets[block_bucket].free_list,
pool->block_pool.map,
chunk_offset + pool->block_size,
pool->block_size,
(chunk_size / pool->block_size) - 1);
chunk_size = pool->block_size;
}
assert(chunk_size % state.alloc_size == 0);
anv_free_list_push(&pool->buckets[bucket].free_list,
pool->block_pool.map,
chunk_offset + state.alloc_size,
state.alloc_size,
(chunk_size / state.alloc_size) - 1);
state.offset = chunk_offset;
goto done;
}
}
state.offset = anv_fixed_size_state_pool_alloc_new(&pool->buckets[bucket],
&pool->block_pool,
state.alloc_size,