anv: Add an allocator for scratch buffers

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Jason Ekstrand 2016-06-16 14:43:41 -07:00
parent 89ded099f8
commit 966bed17c1
2 changed files with 89 additions and 0 deletions

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@ -876,3 +876,79 @@ anv_bo_pool_free(struct anv_bo_pool *pool, const struct anv_bo *bo_in)
VG(VALGRIND_MEMPOOL_FREE(pool, bo.map));
anv_ptr_free_list_push(&pool->free_list[bucket], link);
}
// Scratch pool
void
anv_scratch_pool_init(struct anv_device *device, struct anv_scratch_pool *pool)
{
memset(pool, 0, sizeof(*pool));
}
void
anv_scratch_pool_finish(struct anv_device *device, struct anv_scratch_pool *pool)
{
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
for (unsigned i = 0; i < 16; i++) {
struct anv_bo *bo = &pool->bos[i][s];
if (bo->size > 0)
anv_gem_close(device, bo->gem_handle);
}
}
}
struct anv_bo *
anv_scratch_pool_alloc(struct anv_device *device, struct anv_scratch_pool *pool,
gl_shader_stage stage, unsigned per_thread_scratch)
{
if (per_thread_scratch == 0)
return NULL;
unsigned scratch_size_log2 = ffs(per_thread_scratch / 2048);
assert(scratch_size_log2 < 16);
struct anv_bo *bo = &pool->bos[scratch_size_log2][stage];
/* From now on, we go into a critical section. In order to remain
* thread-safe, we use the bo size as a lock. A value of 0 means we don't
* have a valid BO yet. A value of 1 means locked. A value greater than 1
* means we have a bo of the given size.
*/
if (bo->size > 1)
return bo;
uint64_t size = __sync_val_compare_and_swap(&bo->size, 0, 1);
if (size == 0) {
/* We own the lock. Allocate a buffer */
struct brw_device_info *devinfo = &device->info;
uint32_t max_threads[] = {
[MESA_SHADER_VERTEX] = devinfo->max_vs_threads,
[MESA_SHADER_TESS_CTRL] = devinfo->max_hs_threads,
[MESA_SHADER_TESS_EVAL] = devinfo->max_ds_threads,
[MESA_SHADER_GEOMETRY] = devinfo->max_gs_threads,
[MESA_SHADER_FRAGMENT] = devinfo->max_wm_threads,
[MESA_SHADER_COMPUTE] = devinfo->max_cs_threads,
};
size = per_thread_scratch * max_threads[stage];
struct anv_bo new_bo;
anv_bo_init_new(&new_bo, device, size);
bo->gem_handle = new_bo.gem_handle;
/* Set the size last because we use it as a lock */
__sync_synchronize();
bo->size = size;
futex_wake((uint32_t *)&bo->size, INT_MAX);
} else {
/* Someone else got here first */
while (bo->size == 1)
futex_wait((uint32_t *)&bo->size, 1);
}
return bo;
}

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@ -475,6 +475,19 @@ VkResult anv_bo_pool_alloc(struct anv_bo_pool *pool, struct anv_bo *bo,
uint32_t size);
void anv_bo_pool_free(struct anv_bo_pool *pool, const struct anv_bo *bo);
struct anv_scratch_pool {
/* Indexed by Per-Thread Scratch Space number (the hardware value) and stage */
struct anv_bo bos[16][MESA_SHADER_STAGES];
};
void anv_scratch_pool_init(struct anv_device *device,
struct anv_scratch_pool *pool);
void anv_scratch_pool_finish(struct anv_device *device,
struct anv_scratch_pool *pool);
struct anv_bo *anv_scratch_pool_alloc(struct anv_device *device,
struct anv_scratch_pool *pool,
gl_shader_stage stage,
unsigned per_thread_scratch);
void *anv_resolve_entrypoint(uint32_t index);