vkd3d: Optimise the GPU VA allocator.

The GPU VA allocator was allocating memory in a way where dereferencing
GPU VA required a lock + bsearch() to find the right VA range.

Rather than going this route, we turn the common case into O(1) and
lock-free by creating a slab allocator which allows us to lookup a
pointer directly from a GPU VA with (VA - Base) / PageSize.

The number of allocations in the fast path must be limited since we
cannot trivially grow the allocator while remaining lock-free for
dereferences.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Hans-Kristian Arntzen 2019-10-24 18:03:41 +03:30 committed by Alexandre Julliard
parent c7916314dc
commit fd4488c3ab
2 changed files with 208 additions and 54 deletions

View File

@ -1822,11 +1822,70 @@ static void d3d12_device_destroy_pipeline_cache(struct d3d12_device *device)
pthread_mutex_destroy(&device->mutex);
}
D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_allocator *allocator,
size_t alignment, size_t size, void *ptr)
#define VKD3D_VA_FALLBACK_BASE 0x8000000000000000ull
#define VKD3D_VA_SLAB_BASE 0x0000001000000000ull
#define VKD3D_VA_SLAB_SIZE_SHIFT 32
#define VKD3D_VA_SLAB_SIZE (1ull << VKD3D_VA_SLAB_SIZE_SHIFT)
#define VKD3D_VA_SLAB_COUNT (64 * 1024)
static D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate_slab(struct vkd3d_gpu_va_allocator *allocator,
size_t aligned_size, void *ptr)
{
struct vkd3d_gpu_va_slab *slab;
D3D12_GPU_VIRTUAL_ADDRESS address;
unsigned slab_idx;
slab = allocator->free_slab;
allocator->free_slab = slab->ptr;
slab->size = aligned_size;
slab->ptr = ptr;
/* It is critical that the multiplication happens in 64-bit to not
* overflow. */
slab_idx = slab - allocator->slabs;
address = VKD3D_VA_SLAB_BASE + slab_idx * VKD3D_VA_SLAB_SIZE;
TRACE("Allocated address %#"PRIx64", slab %u, size %zu.\n", address, slab_idx, aligned_size);
return address;
}
static D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate_fallback(struct vkd3d_gpu_va_allocator *allocator,
size_t alignment, size_t aligned_size, void *ptr)
{
struct vkd3d_gpu_va_allocation *allocation;
D3D12_GPU_VIRTUAL_ADDRESS base, ceiling;
base = allocator->fallback_floor;
ceiling = ~(D3D12_GPU_VIRTUAL_ADDRESS)0;
ceiling -= alignment - 1;
if (aligned_size > ceiling || ceiling - aligned_size < base)
return 0;
base = (base + (alignment - 1)) & ~((D3D12_GPU_VIRTUAL_ADDRESS)alignment - 1);
if (!vkd3d_array_reserve((void **)&allocator->fallback_allocations, &allocator->fallback_allocations_size,
allocator->fallback_allocation_count + 1, sizeof(*allocator->fallback_allocations)))
return 0;
allocation = &allocator->fallback_allocations[allocator->fallback_allocation_count++];
allocation->base = base;
allocation->size = aligned_size;
allocation->ptr = ptr;
/* This pointer is bumped and never lowered on a free. However, this will
* only fail once we have exhausted 63 bits of address space. */
allocator->fallback_floor = base + aligned_size;
TRACE("Allocated address %#"PRIx64", size %zu.\n", base, aligned_size);
return base;
}
D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_allocator *allocator,
size_t alignment, size_t size, void *ptr)
{
D3D12_GPU_VIRTUAL_ADDRESS address;
int rc;
if (size > ~(size_t)0 - (alignment - 1))
@ -1839,34 +1898,41 @@ D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_al
return 0;
}
base = allocator->floor;
ceiling = ~(D3D12_GPU_VIRTUAL_ADDRESS)0;
ceiling -= alignment - 1;
if (size > ceiling || ceiling - size < base)
{
pthread_mutex_unlock(&allocator->mutex);
return 0;
}
base = (base + (alignment - 1)) & ~((D3D12_GPU_VIRTUAL_ADDRESS)alignment - 1);
if (!vkd3d_array_reserve((void **)&allocator->allocations, &allocator->allocations_size,
allocator->allocation_count + 1, sizeof(*allocator->allocations)))
{
pthread_mutex_unlock(&allocator->mutex);
return 0;
}
allocation = &allocator->allocations[allocator->allocation_count++];
allocation->base = base;
allocation->size = size;
allocation->ptr = ptr;
allocator->floor = base + size;
if (size <= VKD3D_VA_SLAB_SIZE && allocator->free_slab)
address = vkd3d_gpu_va_allocator_allocate_slab(allocator, size, ptr);
else
address = vkd3d_gpu_va_allocator_allocate_fallback(allocator, alignment, size, ptr);
pthread_mutex_unlock(&allocator->mutex);
return allocation->base;
return address;
}
static void *vkd3d_gpu_va_allocator_dereference_slab(struct vkd3d_gpu_va_allocator *allocator,
D3D12_GPU_VIRTUAL_ADDRESS address)
{
const struct vkd3d_gpu_va_slab *slab;
D3D12_GPU_VIRTUAL_ADDRESS base_offset;
unsigned int slab_idx;
base_offset = address - VKD3D_VA_SLAB_BASE;
slab_idx = base_offset >> VKD3D_VA_SLAB_SIZE_SHIFT;
if (slab_idx >= VKD3D_VA_SLAB_COUNT)
{
ERR("Invalid slab index %u for address %#"PRIx64".\n", slab_idx, address);
return NULL;
}
slab = &allocator->slabs[slab_idx];
base_offset -= slab_idx * VKD3D_VA_SLAB_SIZE;
if (base_offset >= slab->size)
{
ERR("Address %#"PRIx64" is %#"PRIx64" bytes into slab %u of size %zu.\n",
address, base_offset, slab_idx, slab->size);
return NULL;
}
return slab->ptr;
}
static int vkd3d_gpu_va_allocation_compare(const void *k, const void *e)
@ -1881,30 +1947,94 @@ static int vkd3d_gpu_va_allocation_compare(const void *k, const void *e)
return 0;
}
void *vkd3d_gpu_va_allocator_dereference(struct vkd3d_gpu_va_allocator *allocator,
static void *vkd3d_gpu_va_allocator_dereference_fallback(struct vkd3d_gpu_va_allocator *allocator,
D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct vkd3d_gpu_va_allocation *allocation;
allocation = bsearch(&address, allocator->fallback_allocations, allocator->fallback_allocation_count,
sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
return allocation ? allocation->ptr : NULL;
}
void *vkd3d_gpu_va_allocator_dereference(struct vkd3d_gpu_va_allocator *allocator,
D3D12_GPU_VIRTUAL_ADDRESS address)
{
void *ret;
int rc;
/* If we land in the non-fallback region, dereferencing VA is lock-less.
* The base pointer is immutable, and the only way we can have a data race
* is if some other thread is poking into the
* slab_mem_allocation[base_index] block. This can only happen if someone
* is trying to free the entry while we're dereferencing it, which would
* be a serious application bug. */
if (address < VKD3D_VA_FALLBACK_BASE)
return vkd3d_gpu_va_allocator_dereference_slab(allocator, address);
/* Slow fallback. */
if ((rc = pthread_mutex_lock(&allocator->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return NULL;
}
allocation = bsearch(&address, allocator->allocations, allocator->allocation_count,
sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
ret = vkd3d_gpu_va_allocator_dereference_fallback(allocator, address);
pthread_mutex_unlock(&allocator->mutex);
return allocation ? allocation->ptr : NULL;
return ret;
}
static void vkd3d_gpu_va_allocator_free_slab(struct vkd3d_gpu_va_allocator *allocator,
D3D12_GPU_VIRTUAL_ADDRESS address)
{
D3D12_GPU_VIRTUAL_ADDRESS base_offset;
struct vkd3d_gpu_va_slab *slab;
unsigned int slab_idx;
base_offset = address - VKD3D_VA_SLAB_BASE;
slab_idx = base_offset >> VKD3D_VA_SLAB_SIZE_SHIFT;
if (slab_idx >= VKD3D_VA_SLAB_COUNT)
{
ERR("Invalid slab index %u for address %#"PRIx64".\n", slab_idx, address);
return;
}
TRACE("Freeing address %#"PRIx64", slab %u.\n", address, slab_idx);
slab = &allocator->slabs[slab_idx];
slab->size = 0;
slab->ptr = allocator->free_slab;
allocator->free_slab = slab;
}
static void vkd3d_gpu_va_allocator_free_fallback(struct vkd3d_gpu_va_allocator *allocator,
D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct vkd3d_gpu_va_allocation *allocation;
unsigned int index;
allocation = bsearch(&address, allocator->fallback_allocations, allocator->fallback_allocation_count,
sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
if (!allocation || allocation->base != address)
{
ERR("Address %#"PRIx64" does not match any allocation.\n", address);
return;
}
index = allocation - allocator->fallback_allocations;
--allocator->fallback_allocation_count;
if (index != allocator->fallback_allocation_count)
memmove(&allocator->fallback_allocations[index], &allocator->fallback_allocations[index + 1],
(allocator->fallback_allocation_count - index) * sizeof(*allocation));
}
void vkd3d_gpu_va_allocator_free(struct vkd3d_gpu_va_allocator *allocator, D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct vkd3d_gpu_va_allocation *allocation;
unsigned int index;
int rc;
if ((rc = pthread_mutex_lock(&allocator->mutex)))
@ -1913,32 +2043,45 @@ void vkd3d_gpu_va_allocator_free(struct vkd3d_gpu_va_allocator *allocator, D3D12
return;
}
allocation = bsearch(&address, allocator->allocations, allocator->allocation_count,
sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
if (allocation && allocation->base == address)
if (address < VKD3D_VA_FALLBACK_BASE)
{
index = allocation - allocator->allocations;
--allocator->allocation_count;
if (index != allocator->allocation_count)
{
memmove(&allocator->allocations[index], &allocator->allocations[index + 1],
(allocator->allocation_count - index) * sizeof(*allocation));
}
vkd3d_gpu_va_allocator_free_slab(allocator, address);
pthread_mutex_unlock(&allocator->mutex);
return;
}
vkd3d_gpu_va_allocator_free_fallback(allocator, address);
pthread_mutex_unlock(&allocator->mutex);
}
static bool vkd3d_gpu_va_allocator_init(struct vkd3d_gpu_va_allocator *allocator)
{
unsigned int i;
int rc;
memset(allocator, 0, sizeof(*allocator));
allocator->floor = 0x1000;
allocator->fallback_floor = VKD3D_VA_FALLBACK_BASE;
/* To remain lock-less, we cannot grow the slabs array after the fact. If
* we commit to a maximum number of allocations here, we can dereference
* without taking a lock as the base pointer never changes. We would be
* able to grow more seamlessly using an array of pointers, but that would
* make dereferencing slightly less efficient. */
if (!(allocator->slabs = vkd3d_calloc(VKD3D_VA_SLAB_COUNT, sizeof(*allocator->slabs))))
return false;
/* Mark all slabs as free. */
allocator->free_slab = &allocator->slabs[0];
for (i = 0; i < VKD3D_VA_SLAB_COUNT - 1; ++i)
{
allocator->slabs[i].ptr = &allocator->slabs[i + 1];
}
if ((rc = pthread_mutex_init(&allocator->mutex, NULL)))
{
ERR("Failed to initialize mutex, error %d.\n", rc);
vkd3d_free(allocator->slabs);
return false;
}
@ -1954,7 +2097,8 @@ static void vkd3d_gpu_va_allocator_cleanup(struct vkd3d_gpu_va_allocator *alloca
ERR("Failed to lock mutex, error %d.\n", rc);
return;
}
vkd3d_free(allocator->allocations);
vkd3d_free(allocator->slabs);
vkd3d_free(allocator->fallback_allocations);
pthread_mutex_unlock(&allocator->mutex);
pthread_mutex_destroy(&allocator->mutex);
}

View File

@ -202,20 +202,30 @@ HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker,
HRESULT vkd3d_fence_worker_stop(struct vkd3d_fence_worker *worker,
struct d3d12_device *device) DECLSPEC_HIDDEN;
struct vkd3d_gpu_va_allocation
{
D3D12_GPU_VIRTUAL_ADDRESS base;
SIZE_T size;
void *ptr;
};
struct vkd3d_gpu_va_slab
{
SIZE_T size;
void *ptr;
};
struct vkd3d_gpu_va_allocator
{
pthread_mutex_t mutex;
D3D12_GPU_VIRTUAL_ADDRESS floor;
D3D12_GPU_VIRTUAL_ADDRESS fallback_floor;
struct vkd3d_gpu_va_allocation *fallback_allocations;
size_t fallback_allocations_size;
size_t fallback_allocation_count;
struct vkd3d_gpu_va_allocation
{
D3D12_GPU_VIRTUAL_ADDRESS base;
SIZE_T size;
void *ptr;
} *allocations;
size_t allocations_size;
size_t allocation_count;
struct vkd3d_gpu_va_slab *slabs;
struct vkd3d_gpu_va_slab *free_slab;
};
D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_allocator *allocator,