[Mesa-dev] [PATCH 04/12] radeonsi: always use SDMA for big buffer clears and first buffer uses
Marek Olšák
maraeo at gmail.com
Mon Jan 2 22:54:09 UTC 2017
From: Marek Olšák <marek.olsak at amd.com>
---
src/gallium/drivers/radeonsi/si_cp_dma.c | 20 ++++++++++++++++++++
1 file changed, 20 insertions(+)
diff --git a/src/gallium/drivers/radeonsi/si_cp_dma.c b/src/gallium/drivers/radeonsi/si_cp_dma.c
index 13b901b..fb6ed26 100644
--- a/src/gallium/drivers/radeonsi/si_cp_dma.c
+++ b/src/gallium/drivers/radeonsi/si_cp_dma.c
@@ -167,20 +167,21 @@ static void si_cp_dma_prepare(struct si_context *sctx, struct pipe_resource *dst
if (!(user_flags & SI_CPDMA_SKIP_SYNC_AFTER) &&
byte_count == remaining_size)
*packet_flags |= CP_DMA_SYNC;
}
static void si_clear_buffer(struct pipe_context *ctx, struct pipe_resource *dst,
uint64_t offset, uint64_t size, unsigned value,
enum r600_coherency coher)
{
struct si_context *sctx = (struct si_context*)ctx;
+ struct radeon_winsys *ws = sctx->b.ws;
unsigned tc_l2_flag = get_tc_l2_flag(sctx, coher);
unsigned flush_flags = get_flush_flags(sctx, coher);
bool is_first = true;
if (!size)
return;
/* Mark the buffer range of destination as valid (initialized),
* so that transfer_map knows it should wait for the GPU when mapping
* that range. */
@@ -193,20 +194,39 @@ static void si_clear_buffer(struct pipe_context *ctx, struct pipe_resource *dst,
sctx->b.gfx.cs,
PIPE_TRANSFER_WRITE);
map += offset;
for (uint64_t i = 0; i < size; i++) {
unsigned byte_within_dword = (offset + i) % 4;
*map++ = (value >> (byte_within_dword * 8)) & 0xff;
}
return;
}
+ /* dma_clear_buffer can use clear_buffer on failure. Make sure that
+ * doesn't happen. We don't want an infinite recursion: */
+ if (sctx->b.chip_class >= CIK && sctx->b.dma.cs &&
+ /* CP DMA is very slow. Always use SDMA for big clears. This
+ * alone improves DeusEx:MD performance by 70%. */
+ (size > 128 * 1024 ||
+ /* Buffers not used by the GFX IB yet will be cleared by SDMA.
+ * This happens to move most buffer clears to SDMA, including
+ * DCC and CMASK clears, because pipe->clear clears them before
+ * si_emit_framebuffer_state (in a draw call) adds them.
+ * For example, DeusEx:MD has 21 buffer clears per frame and all
+ * of them are moved to SDMA thanks to this. */
+ !ws->cs_is_buffer_referenced(sctx->b.gfx.cs,
+ r600_resource(dst)->buf,
+ RADEON_USAGE_READWRITE))) {
+ sctx->b.dma_clear_buffer(ctx, dst, offset, size, value);
+ return;
+ }
+
uint64_t va = r600_resource(dst)->gpu_address + offset;
/* Flush the caches. */
sctx->b.flags |= SI_CONTEXT_PS_PARTIAL_FLUSH |
SI_CONTEXT_CS_PARTIAL_FLUSH | flush_flags;
while (size) {
unsigned byte_count = MIN2(size, CP_DMA_MAX_BYTE_COUNT);
unsigned dma_flags = tc_l2_flag | CP_DMA_CLEAR;
--
2.7.4
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