1. 23 6月, 2017 6 次提交
  2. 22 6月, 2017 2 次提交
  3. 21 6月, 2017 18 次提交
  4. 20 6月, 2017 4 次提交
  5. 19 6月, 2017 1 次提交
  6. 17 6月, 2017 2 次提交
  7. 16 6月, 2017 7 次提交
    • C
      drm/i915: Stash a pointer to the obj's resv in the vma · 95ff7c7d
      Chris Wilson 提交于
      During execbuf, a mandatory step is that we add this request (this
      fence) to each object's reservation_object. Inside execbuf, we track the
      vma, and to add the fence to the reservation_object then means having to
      first chase the obj, incurring another cache miss. We can reduce the
       number of cache misses by stashing a pointer to the reservation_object
      in the vma itself.
      Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: NJoonas Lahtinen <joonas.lahtinen@linux.intel.com>
      Link: http://patchwork.freedesktop.org/patch/msgid/20170616140525.6394-1-chris@chris-wilson.co.uk
      95ff7c7d
    • C
      drm/i915: Async GPU relocation processing · 7dd4f672
      Chris Wilson 提交于
      If the user requires patching of their batch or auxiliary buffers, we
      currently make the alterations on the cpu. If they are active on the GPU
      at the time, we wait under the struct_mutex for them to finish executing
      before we rewrite the contents. This happens if shared relocation trees
      are used between different contexts with separate address space (and the
      buffers then have different addresses in each), the 3D state will need
      to be adjusted between execution on each context. However, we don't need
      to use the CPU to do the relocation patching, as we could queue commands
      to the GPU to perform it and use fences to serialise the operation with
      the current activity and future - so the operation on the GPU appears
      just as atomic as performing it immediately. Performing the relocation
      rewrites on the GPU is not free, in terms of pure throughput, the number
      of relocations/s is about halved - but more importantly so is the time
      under the struct_mutex.
      
      v2: Break out the request/batch allocation for clearer error flow.
      v3: A few asserts to ensure rq ordering is maintained
      Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: NJoonas Lahtinen <joonas.lahtinen@linux.intel.com>
      7dd4f672
    • C
      drm/i915: Allow execbuffer to use the first object as the batch · 1a71cf2f
      Chris Wilson 提交于
      Currently, the last object in the execlist is the always the batch.
      However, when building the batch buffer we often know the batch object
      first and if we can use the first slot in the execlist we can emit
      relocation instructions relative to it immediately and avoid a separate
      pass to adjust the relocations to point to the last execlist slot.
      Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: NJoonas Lahtinen <joonas.lahtinen@linux.intel.com>
      1a71cf2f
    • C
      drm/i915: Wait upon userptr get-user-pages within execbuffer · 8a2421bd
      Chris Wilson 提交于
      This simply hides the EAGAIN caused by userptr when userspace causes
      resource contention. However, it is quite beneficial with highly
      contended userptr users as we avoid repeating the setup costs and
      kernel-user context switches.
      Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: NMichał Winiarski <michal.winiarski@intel.com>
      8a2421bd
    • C
      drm/i915: First try the previous execbuffer location · 616d9cee
      Chris Wilson 提交于
      When choosing a slot for an execbuffer, we ideally want to use the same
      address as last time (so that we don't have to rebind it) and the same
      address as expected by the user (so that we don't have to fixup any
      relocations pointing to it). If we first try to bind the incoming
      execbuffer->offset from the user, or the currently bound offset that
      should hopefully achieve the goal of avoiding the rebind cost and the
      relocation penalty. However, if the object is not currently bound there
      we don't want to arbitrarily unbind an object in our chosen position and
      so choose to rebind/relocate the incoming object instead. After we
      report the new position back to the user, on the next pass the
      relocations should have settled down.
      Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: NJoonas Lahtinen <joonas.lahtien@linux.intel.com>
      616d9cee
    • C
      drm/i915: Store a persistent reference for an object in the execbuffer cache · dade2a61
      Chris Wilson 提交于
      If we take a reference to the object/vma when it is first used in an
      execbuf, we can keep that reference until the object's file-local handle
      is closed. Thereby saving a frequent ref/unref pair.
      Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: NJoonas Lahtinen <joonas.lahtinen@linux.intel.com>
      dade2a61
    • C
      drm/i915: Eliminate lots of iterations over the execobjects array · 2889caa9
      Chris Wilson 提交于
      The major scaling bottleneck in execbuffer is the processing of the
      execobjects. Creating an auxiliary list is inefficient when compared to
      using the execobject array we already have allocated.
      
      Reservation is then split into phases. As we lookup up the VMA, we
      try and bind it back into active location. Only if that fails, do we add
      it to the unbound list for phase 2. In phase 2, we try and add all those
      objects that could not fit into their previous location, with fallback
      to retrying all objects and evicting the VM in case of severe
      fragmentation. (This is the same as before, except that phase 1 is now
      done inline with looking up the VMA to avoid an iteration over the
      execobject array. In the ideal case, we eliminate the separate reservation
      phase). During the reservation phase, we only evict from the VM between
      passes (rather than currently as we try to fit every new VMA). In
      testing with Unreal Engine's Atlantis demo which stresses the eviction
      logic on gen7 class hardware, this speed up the framerate by a factor of
      2.
      
      The second loop amalgamation is between move_to_gpu and move_to_active.
      As we always submit the request, even if incomplete, we can use the
      current request to track active VMA as we perform the flushes and
      synchronisation required.
      
      The next big advancement is to avoid copying back to the user any
      execobjects and relocations that are not changed.
      
      v2: Add a Theory of Operation spiel.
      v3: Fall back to slow relocations in preparation for flushing userptrs.
      v4: Document struct members, factor out eb_validate_vma(), add a few
      more comments to explain some magic and hide other magic behind macros.
      Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: NJoonas Lahtinen <joonas.lahtinen@linux.intel.com>
      2889caa9