2010-11-26 02:00:26 +08:00
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/*
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* Copyright © 2008,2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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* Chris Wilson <chris@chris-wilson.co.uk>
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*
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*/
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2016-08-04 23:32:42 +08:00
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#include <linux/dma_remapping.h>
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#include <linux/reservation.h>
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2017-01-27 17:40:08 +08:00
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#include <linux/sync_file.h>
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2016-08-04 23:32:42 +08:00
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#include <linux/uaccess.h>
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2012-10-03 01:01:07 +08:00
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#include <drm/drmP.h>
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2017-08-15 22:57:33 +08:00
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#include <drm/drm_syncobj.h>
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2012-10-03 01:01:07 +08:00
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#include <drm/i915_drm.h>
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2016-08-04 23:32:42 +08:00
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2010-11-26 02:00:26 +08:00
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#include "i915_drv.h"
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2017-02-22 19:40:48 +08:00
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#include "i915_gem_clflush.h"
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2010-11-26 02:00:26 +08:00
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#include "i915_trace.h"
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#include "intel_drv.h"
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2016-08-04 23:32:35 +08:00
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#include "intel_frontbuffer.h"
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2010-11-26 02:00:26 +08:00
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2017-06-16 22:05:24 +08:00
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enum {
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FORCE_CPU_RELOC = 1,
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FORCE_GTT_RELOC,
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FORCE_GPU_RELOC,
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#define DBG_FORCE_RELOC 0 /* choose one of the above! */
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};
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2016-08-19 00:16:52 +08:00
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2017-06-16 22:05:20 +08:00
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#define __EXEC_OBJECT_HAS_REF BIT(31)
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#define __EXEC_OBJECT_HAS_PIN BIT(30)
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#define __EXEC_OBJECT_HAS_FENCE BIT(29)
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#define __EXEC_OBJECT_NEEDS_MAP BIT(28)
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#define __EXEC_OBJECT_NEEDS_BIAS BIT(27)
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#define __EXEC_OBJECT_INTERNAL_FLAGS (~0u << 27) /* all of the above */
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drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
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#define __EXEC_OBJECT_RESERVED (__EXEC_OBJECT_HAS_PIN | __EXEC_OBJECT_HAS_FENCE)
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#define __EXEC_HAS_RELOC BIT(31)
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#define __EXEC_VALIDATED BIT(30)
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2017-09-21 19:01:35 +08:00
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#define __EXEC_INTERNAL_FLAGS (~0u << 30)
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drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
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#define UPDATE PIN_OFFSET_FIXED
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drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
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#define BATCH_OFFSET_BIAS (256*1024)
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2013-11-26 19:23:15 +08:00
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2017-06-15 16:14:33 +08:00
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#define __I915_EXEC_ILLEGAL_FLAGS \
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(__I915_EXEC_UNKNOWN_FLAGS | I915_EXEC_CONSTANTS_MASK)
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2016-08-03 05:50:38 +08:00
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drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
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/**
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* DOC: User command execution
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*
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* Userspace submits commands to be executed on the GPU as an instruction
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* stream within a GEM object we call a batchbuffer. This instructions may
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* refer to other GEM objects containing auxiliary state such as kernels,
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* samplers, render targets and even secondary batchbuffers. Userspace does
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* not know where in the GPU memory these objects reside and so before the
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* batchbuffer is passed to the GPU for execution, those addresses in the
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* batchbuffer and auxiliary objects are updated. This is known as relocation,
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* or patching. To try and avoid having to relocate each object on the next
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* execution, userspace is told the location of those objects in this pass,
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* but this remains just a hint as the kernel may choose a new location for
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* any object in the future.
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*
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* Processing an execbuf ioctl is conceptually split up into a few phases.
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*
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* 1. Validation - Ensure all the pointers, handles and flags are valid.
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* 2. Reservation - Assign GPU address space for every object
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* 3. Relocation - Update any addresses to point to the final locations
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* 4. Serialisation - Order the request with respect to its dependencies
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* 5. Construction - Construct a request to execute the batchbuffer
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* 6. Submission (at some point in the future execution)
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*
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* Reserving resources for the execbuf is the most complicated phase. We
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* neither want to have to migrate the object in the address space, nor do
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* we want to have to update any relocations pointing to this object. Ideally,
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* we want to leave the object where it is and for all the existing relocations
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* to match. If the object is given a new address, or if userspace thinks the
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* object is elsewhere, we have to parse all the relocation entries and update
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* the addresses. Userspace can set the I915_EXEC_NORELOC flag to hint that
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* all the target addresses in all of its objects match the value in the
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* relocation entries and that they all match the presumed offsets given by the
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* list of execbuffer objects. Using this knowledge, we know that if we haven't
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* moved any buffers, all the relocation entries are valid and we can skip
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* the update. (If userspace is wrong, the likely outcome is an impromptu GPU
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* hang.) The requirement for using I915_EXEC_NO_RELOC are:
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*
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* The addresses written in the objects must match the corresponding
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* reloc.presumed_offset which in turn must match the corresponding
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* execobject.offset.
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*
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* Any render targets written to in the batch must be flagged with
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* EXEC_OBJECT_WRITE.
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*
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* To avoid stalling, execobject.offset should match the current
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* address of that object within the active context.
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*
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* The reservation is done is multiple phases. First we try and keep any
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* object already bound in its current location - so as long as meets the
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* constraints imposed by the new execbuffer. Any object left unbound after the
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* first pass is then fitted into any available idle space. If an object does
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* not fit, all objects are removed from the reservation and the process rerun
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* after sorting the objects into a priority order (more difficult to fit
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* objects are tried first). Failing that, the entire VM is cleared and we try
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* to fit the execbuf once last time before concluding that it simply will not
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* fit.
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*
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* A small complication to all of this is that we allow userspace not only to
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* specify an alignment and a size for the object in the address space, but
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* we also allow userspace to specify the exact offset. This objects are
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* simpler to place (the location is known a priori) all we have to do is make
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* sure the space is available.
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*
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* Once all the objects are in place, patching up the buried pointers to point
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* to the final locations is a fairly simple job of walking over the relocation
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* entry arrays, looking up the right address and rewriting the value into
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* the object. Simple! ... The relocation entries are stored in user memory
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* and so to access them we have to copy them into a local buffer. That copy
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* has to avoid taking any pagefaults as they may lead back to a GEM object
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* requiring the struct_mutex (i.e. recursive deadlock). So once again we split
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* the relocation into multiple passes. First we try to do everything within an
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* atomic context (avoid the pagefaults) which requires that we never wait. If
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* we detect that we may wait, or if we need to fault, then we have to fallback
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* to a slower path. The slowpath has to drop the mutex. (Can you hear alarm
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* bells yet?) Dropping the mutex means that we lose all the state we have
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* built up so far for the execbuf and we must reset any global data. However,
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* we do leave the objects pinned in their final locations - which is a
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* potential issue for concurrent execbufs. Once we have left the mutex, we can
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* allocate and copy all the relocation entries into a large array at our
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* leisure, reacquire the mutex, reclaim all the objects and other state and
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* then proceed to update any incorrect addresses with the objects.
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*
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* As we process the relocation entries, we maintain a record of whether the
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* object is being written to. Using NORELOC, we expect userspace to provide
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* this information instead. We also check whether we can skip the relocation
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* by comparing the expected value inside the relocation entry with the target's
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* final address. If they differ, we have to map the current object and rewrite
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* the 4 or 8 byte pointer within.
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*
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* Serialising an execbuf is quite simple according to the rules of the GEM
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* ABI. Execution within each context is ordered by the order of submission.
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* Writes to any GEM object are in order of submission and are exclusive. Reads
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* from a GEM object are unordered with respect to other reads, but ordered by
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* writes. A write submitted after a read cannot occur before the read, and
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* similarly any read submitted after a write cannot occur before the write.
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* Writes are ordered between engines such that only one write occurs at any
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* time (completing any reads beforehand) - using semaphores where available
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* and CPU serialisation otherwise. Other GEM access obey the same rules, any
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* write (either via mmaps using set-domain, or via pwrite) must flush all GPU
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* reads before starting, and any read (either using set-domain or pread) must
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* flush all GPU writes before starting. (Note we only employ a barrier before,
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* we currently rely on userspace not concurrently starting a new execution
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* whilst reading or writing to an object. This may be an advantage or not
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* depending on how much you trust userspace not to shoot themselves in the
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* foot.) Serialisation may just result in the request being inserted into
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* a DAG awaiting its turn, but most simple is to wait on the CPU until
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* all dependencies are resolved.
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*
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* After all of that, is just a matter of closing the request and handing it to
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* the hardware (well, leaving it in a queue to be executed). However, we also
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* offer the ability for batchbuffers to be run with elevated privileges so
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* that they access otherwise hidden registers. (Used to adjust L3 cache etc.)
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* Before any batch is given extra privileges we first must check that it
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* contains no nefarious instructions, we check that each instruction is from
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* our whitelist and all registers are also from an allowed list. We first
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* copy the user's batchbuffer to a shadow (so that the user doesn't have
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* access to it, either by the CPU or GPU as we scan it) and then parse each
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* instruction. If everything is ok, we set a flag telling the hardware to run
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* the batchbuffer in trusted mode, otherwise the ioctl is rejected.
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*/
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2017-06-15 16:14:33 +08:00
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struct i915_execbuffer {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
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|
|
struct drm_i915_private *i915; /** i915 backpointer */
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struct drm_file *file; /** per-file lookup tables and limits */
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|
|
struct drm_i915_gem_execbuffer2 *args; /** ioctl parameters */
|
|
|
|
struct drm_i915_gem_exec_object2 *exec; /** ioctl execobj[] */
|
2017-08-16 16:52:06 +08:00
|
|
|
struct i915_vma **vma;
|
|
|
|
unsigned int *flags;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
|
|
|
struct intel_engine_cs *engine; /** engine to queue the request to */
|
|
|
|
struct i915_gem_context *ctx; /** context for building the request */
|
|
|
|
struct i915_address_space *vm; /** GTT and vma for the request */
|
|
|
|
|
|
|
|
struct drm_i915_gem_request *request; /** our request to build */
|
|
|
|
struct i915_vma *batch; /** identity of the batch obj/vma */
|
|
|
|
|
|
|
|
/** actual size of execobj[] as we may extend it for the cmdparser */
|
|
|
|
unsigned int buffer_count;
|
|
|
|
|
|
|
|
/** list of vma not yet bound during reservation phase */
|
|
|
|
struct list_head unbound;
|
|
|
|
|
|
|
|
/** list of vma that have execobj.relocation_count */
|
|
|
|
struct list_head relocs;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Track the most recently used object for relocations, as we
|
|
|
|
* frequently have to perform multiple relocations within the same
|
|
|
|
* obj/page
|
|
|
|
*/
|
2017-06-15 16:14:33 +08:00
|
|
|
struct reloc_cache {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
struct drm_mm_node node; /** temporary GTT binding */
|
|
|
|
unsigned long vaddr; /** Current kmap address */
|
|
|
|
unsigned long page; /** Currently mapped page index */
|
2017-06-16 22:05:24 +08:00
|
|
|
unsigned int gen; /** Cached value of INTEL_GEN */
|
2017-06-15 16:14:33 +08:00
|
|
|
bool use_64bit_reloc : 1;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
bool has_llc : 1;
|
|
|
|
bool has_fence : 1;
|
|
|
|
bool needs_unfenced : 1;
|
2017-06-16 22:05:24 +08:00
|
|
|
|
|
|
|
struct drm_i915_gem_request *rq;
|
|
|
|
u32 *rq_cmd;
|
|
|
|
unsigned int rq_size;
|
2017-06-15 16:14:33 +08:00
|
|
|
} reloc_cache;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
|
|
|
u64 invalid_flags; /** Set of execobj.flags that are invalid */
|
|
|
|
u32 context_flags; /** Set of execobj.flags to insert from the ctx */
|
|
|
|
|
|
|
|
u32 batch_start_offset; /** Location within object of batch */
|
|
|
|
u32 batch_len; /** Length of batch within object */
|
|
|
|
u32 batch_flags; /** Flags composed for emit_bb_start() */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Indicate either the size of the hastable used to resolve
|
|
|
|
* relocation handles, or if negative that we are using a direct
|
|
|
|
* index into the execobj[].
|
|
|
|
*/
|
|
|
|
int lut_size;
|
|
|
|
struct hlist_head *buckets; /** ht for relocation handles */
|
2010-12-08 18:38:14 +08:00
|
|
|
};
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
#define exec_entry(EB, VMA) (&(EB)->exec[(VMA)->exec_flags - (EB)->flags])
|
2017-06-16 22:05:16 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Used to convert any address to canonical form.
|
|
|
|
* Starting from gen8, some commands (e.g. STATE_BASE_ADDRESS,
|
|
|
|
* MI_LOAD_REGISTER_MEM and others, see Broadwell PRM Vol2a) require the
|
|
|
|
* addresses to be in a canonical form:
|
|
|
|
* "GraphicsAddress[63:48] are ignored by the HW and assumed to be in correct
|
|
|
|
* canonical form [63:48] == [47]."
|
|
|
|
*/
|
|
|
|
#define GEN8_HIGH_ADDRESS_BIT 47
|
|
|
|
static inline u64 gen8_canonical_addr(u64 address)
|
|
|
|
{
|
|
|
|
return sign_extend64(address, GEN8_HIGH_ADDRESS_BIT);
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline u64 gen8_noncanonical_addr(u64 address)
|
|
|
|
{
|
|
|
|
return address & GENMASK_ULL(GEN8_HIGH_ADDRESS_BIT, 0);
|
|
|
|
}
|
|
|
|
|
2017-08-26 21:56:20 +08:00
|
|
|
static inline bool eb_use_cmdparser(const struct i915_execbuffer *eb)
|
|
|
|
{
|
|
|
|
return eb->engine->needs_cmd_parser && eb->batch_len;
|
|
|
|
}
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
static int eb_create(struct i915_execbuffer *eb)
|
2010-12-08 18:38:14 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (!(eb->args->flags & I915_EXEC_HANDLE_LUT)) {
|
|
|
|
unsigned int size = 1 + ilog2(eb->buffer_count);
|
2017-06-16 22:05:16 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Without a 1:1 association between relocation handles and
|
|
|
|
* the execobject[] index, we instead create a hashtable.
|
|
|
|
* We size it dynamically based on available memory, starting
|
|
|
|
* first with 1:1 assocative hash and scaling back until
|
|
|
|
* the allocation succeeds.
|
|
|
|
*
|
|
|
|
* Later on we use a positive lut_size to indicate we are
|
|
|
|
* using this hashtable, and a negative value to indicate a
|
|
|
|
* direct lookup.
|
|
|
|
*/
|
2017-06-16 22:05:16 +08:00
|
|
|
do {
|
2017-09-01 22:57:28 +08:00
|
|
|
gfp_t flags;
|
2017-06-29 23:04:25 +08:00
|
|
|
|
|
|
|
/* While we can still reduce the allocation size, don't
|
|
|
|
* raise a warning and allow the allocation to fail.
|
|
|
|
* On the last pass though, we want to try as hard
|
|
|
|
* as possible to perform the allocation and warn
|
|
|
|
* if it fails.
|
|
|
|
*/
|
2017-09-14 07:28:29 +08:00
|
|
|
flags = GFP_KERNEL;
|
2017-06-29 23:04:25 +08:00
|
|
|
if (size > 1)
|
|
|
|
flags |= __GFP_NORETRY | __GFP_NOWARN;
|
|
|
|
|
2017-06-16 22:05:16 +08:00
|
|
|
eb->buckets = kzalloc(sizeof(struct hlist_head) << size,
|
2017-06-29 23:04:25 +08:00
|
|
|
flags);
|
2017-06-16 22:05:16 +08:00
|
|
|
if (eb->buckets)
|
|
|
|
break;
|
|
|
|
} while (--size);
|
|
|
|
|
2017-06-29 23:04:25 +08:00
|
|
|
if (unlikely(!size))
|
|
|
|
return -ENOMEM;
|
2013-01-08 18:53:17 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->lut_size = size;
|
2017-06-15 16:14:33 +08:00
|
|
|
} else {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->lut_size = -eb->buffer_count;
|
2017-06-15 16:14:33 +08:00
|
|
|
}
|
2013-01-08 18:53:17 +08:00
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
return 0;
|
2010-12-08 18:38:14 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static bool
|
|
|
|
eb_vma_misplaced(const struct drm_i915_gem_exec_object2 *entry,
|
2017-08-16 16:52:06 +08:00
|
|
|
const struct i915_vma *vma,
|
|
|
|
unsigned int flags)
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
{
|
|
|
|
if (vma->node.size < entry->pad_to_size)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if (entry->alignment && !IS_ALIGNED(vma->node.start, entry->alignment))
|
|
|
|
return true;
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & EXEC_OBJECT_PINNED &&
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
vma->node.start != entry->offset)
|
|
|
|
return true;
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & __EXEC_OBJECT_NEEDS_BIAS &&
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
vma->node.start < BATCH_OFFSET_BIAS)
|
|
|
|
return true;
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (!(flags & EXEC_OBJECT_SUPPORTS_48B_ADDRESS) &&
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
(vma->node.start + vma->node.size - 1) >> 32)
|
|
|
|
return true;
|
|
|
|
|
2017-10-31 18:36:07 +08:00
|
|
|
if (flags & __EXEC_OBJECT_NEEDS_MAP &&
|
|
|
|
!i915_vma_is_map_and_fenceable(vma))
|
|
|
|
return true;
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
static inline bool
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb_pin_vma(struct i915_execbuffer *eb,
|
2017-08-16 16:52:06 +08:00
|
|
|
const struct drm_i915_gem_exec_object2 *entry,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
struct i915_vma *vma)
|
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
unsigned int exec_flags = *vma->exec_flags;
|
|
|
|
u64 pin_flags;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-06-16 22:05:21 +08:00
|
|
|
if (vma->node.size)
|
2017-08-16 16:52:06 +08:00
|
|
|
pin_flags = vma->node.start;
|
2017-06-16 22:05:21 +08:00
|
|
|
else
|
2017-08-16 16:52:06 +08:00
|
|
|
pin_flags = entry->offset & PIN_OFFSET_MASK;
|
2017-06-16 22:05:21 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
pin_flags |= PIN_USER | PIN_NOEVICT | PIN_OFFSET_FIXED;
|
|
|
|
if (unlikely(exec_flags & EXEC_OBJECT_NEEDS_GTT))
|
|
|
|
pin_flags |= PIN_GLOBAL;
|
2017-06-16 22:05:21 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (unlikely(i915_vma_pin(vma, 0, 0, pin_flags)))
|
|
|
|
return false;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (unlikely(exec_flags & EXEC_OBJECT_NEEDS_FENCE)) {
|
2017-10-09 16:43:56 +08:00
|
|
|
if (unlikely(i915_vma_pin_fence(vma))) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
i915_vma_unpin(vma);
|
2017-08-16 16:52:06 +08:00
|
|
|
return false;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
|
|
|
|
2017-10-09 16:43:56 +08:00
|
|
|
if (vma->fence)
|
2017-08-16 16:52:06 +08:00
|
|
|
exec_flags |= __EXEC_OBJECT_HAS_FENCE;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
*vma->exec_flags = exec_flags | __EXEC_OBJECT_HAS_PIN;
|
|
|
|
return !eb_vma_misplaced(entry, vma, exec_flags);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
static inline void __eb_unreserve_vma(struct i915_vma *vma, unsigned int flags)
|
2017-06-15 16:14:34 +08:00
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
GEM_BUG_ON(!(flags & __EXEC_OBJECT_HAS_PIN));
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (unlikely(flags & __EXEC_OBJECT_HAS_FENCE))
|
2017-10-09 16:43:56 +08:00
|
|
|
__i915_vma_unpin_fence(vma);
|
2017-06-15 16:14:34 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
__i915_vma_unpin(vma);
|
2017-06-15 16:14:34 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static inline void
|
2017-08-16 16:52:06 +08:00
|
|
|
eb_unreserve_vma(struct i915_vma *vma, unsigned int *flags)
|
2017-06-15 16:14:34 +08:00
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
if (!(*flags & __EXEC_OBJECT_HAS_PIN))
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return;
|
2017-06-15 16:14:34 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
__eb_unreserve_vma(vma, *flags);
|
|
|
|
*flags &= ~__EXEC_OBJECT_RESERVED;
|
2017-06-15 16:14:34 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int
|
|
|
|
eb_validate_vma(struct i915_execbuffer *eb,
|
|
|
|
struct drm_i915_gem_exec_object2 *entry,
|
|
|
|
struct i915_vma *vma)
|
2010-12-08 18:38:14 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (unlikely(entry->flags & eb->invalid_flags))
|
|
|
|
return -EINVAL;
|
2017-06-15 16:14:34 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (unlikely(entry->alignment && !is_power_of_2(entry->alignment)))
|
|
|
|
return -EINVAL;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Offset can be used as input (EXEC_OBJECT_PINNED), reject
|
|
|
|
* any non-page-aligned or non-canonical addresses.
|
|
|
|
*/
|
|
|
|
if (unlikely(entry->flags & EXEC_OBJECT_PINNED &&
|
|
|
|
entry->offset != gen8_canonical_addr(entry->offset & PAGE_MASK)))
|
|
|
|
return -EINVAL;
|
|
|
|
|
|
|
|
/* pad_to_size was once a reserved field, so sanitize it */
|
|
|
|
if (entry->flags & EXEC_OBJECT_PAD_TO_SIZE) {
|
|
|
|
if (unlikely(offset_in_page(entry->pad_to_size)))
|
|
|
|
return -EINVAL;
|
|
|
|
} else {
|
|
|
|
entry->pad_to_size = 0;
|
2017-06-15 16:14:34 +08:00
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (unlikely(vma->exec_flags)) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
DRM_DEBUG("Object [handle %d, index %d] appears more than once in object list\n",
|
|
|
|
entry->handle, (int)(entry - eb->exec));
|
|
|
|
return -EINVAL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* From drm_mm perspective address space is continuous,
|
|
|
|
* so from this point we're always using non-canonical
|
|
|
|
* form internally.
|
|
|
|
*/
|
|
|
|
entry->offset = gen8_noncanonical_addr(entry->offset);
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (!eb->reloc_cache.has_fence) {
|
|
|
|
entry->flags &= ~EXEC_OBJECT_NEEDS_FENCE;
|
|
|
|
} else {
|
|
|
|
if ((entry->flags & EXEC_OBJECT_NEEDS_FENCE ||
|
|
|
|
eb->reloc_cache.needs_unfenced) &&
|
|
|
|
i915_gem_object_is_tiled(vma->obj))
|
|
|
|
entry->flags |= EXEC_OBJECT_NEEDS_GTT | __EXEC_OBJECT_NEEDS_MAP;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(entry->flags & EXEC_OBJECT_PINNED))
|
|
|
|
entry->flags |= eb->context_flags;
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return 0;
|
2010-12-08 18:38:14 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int
|
2017-08-16 16:52:08 +08:00
|
|
|
eb_add_vma(struct i915_execbuffer *eb, unsigned int i, struct i915_vma *vma)
|
2016-08-04 23:32:31 +08:00
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
struct drm_i915_gem_exec_object2 *entry = &eb->exec[i];
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
|
|
|
|
|
|
|
GEM_BUG_ON(i915_vma_is_closed(vma));
|
|
|
|
|
|
|
|
if (!(eb->args->flags & __EXEC_VALIDATED)) {
|
|
|
|
err = eb_validate_vma(eb, entry, vma);
|
|
|
|
if (unlikely(err))
|
|
|
|
return err;
|
2017-06-16 22:05:16 +08:00
|
|
|
}
|
|
|
|
|
2017-06-29 23:04:25 +08:00
|
|
|
if (eb->lut_size > 0) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
vma->exec_handle = entry->handle;
|
2017-06-16 22:05:16 +08:00
|
|
|
hlist_add_head(&vma->exec_node,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
&eb->buckets[hash_32(entry->handle,
|
|
|
|
eb->lut_size)]);
|
2017-06-16 22:05:16 +08:00
|
|
|
}
|
2016-08-04 23:32:31 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (entry->relocation_count)
|
|
|
|
list_add_tail(&vma->reloc_link, &eb->relocs);
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Stash a pointer from the vma to execobj, so we can query its flags,
|
|
|
|
* size, alignment etc as provided by the user. Also we stash a pointer
|
|
|
|
* to the vma inside the execobj so that we can use a direct lookup
|
|
|
|
* to find the right target VMA when doing relocations.
|
|
|
|
*/
|
2017-08-16 16:52:06 +08:00
|
|
|
eb->vma[i] = vma;
|
2017-08-16 16:52:08 +08:00
|
|
|
eb->flags[i] = entry->flags;
|
2017-08-16 16:52:06 +08:00
|
|
|
vma->exec_flags = &eb->flags[i];
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
|
|
|
err = 0;
|
2017-08-16 16:52:06 +08:00
|
|
|
if (eb_pin_vma(eb, entry, vma)) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (entry->offset != vma->node.start) {
|
|
|
|
entry->offset = vma->node.start | UPDATE;
|
|
|
|
eb->args->flags |= __EXEC_HAS_RELOC;
|
|
|
|
}
|
2017-08-16 16:52:06 +08:00
|
|
|
} else {
|
|
|
|
eb_unreserve_vma(vma, vma->exec_flags);
|
|
|
|
|
|
|
|
list_add_tail(&vma->exec_link, &eb->unbound);
|
|
|
|
if (drm_mm_node_allocated(&vma->node))
|
|
|
|
err = i915_vma_unbind(vma);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
|
|
|
return err;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline int use_cpu_reloc(const struct reloc_cache *cache,
|
|
|
|
const struct drm_i915_gem_object *obj)
|
|
|
|
{
|
|
|
|
if (!i915_gem_object_has_struct_page(obj))
|
|
|
|
return false;
|
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
if (DBG_FORCE_RELOC == FORCE_CPU_RELOC)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if (DBG_FORCE_RELOC == FORCE_GTT_RELOC)
|
|
|
|
return false;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
|
|
|
return (cache->has_llc ||
|
|
|
|
obj->cache_dirty ||
|
|
|
|
obj->cache_level != I915_CACHE_NONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int eb_reserve_vma(const struct i915_execbuffer *eb,
|
|
|
|
struct i915_vma *vma)
|
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
struct drm_i915_gem_exec_object2 *entry = exec_entry(eb, vma);
|
|
|
|
unsigned int exec_flags = *vma->exec_flags;
|
|
|
|
u64 pin_flags;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
pin_flags = PIN_USER | PIN_NONBLOCK;
|
|
|
|
if (exec_flags & EXEC_OBJECT_NEEDS_GTT)
|
|
|
|
pin_flags |= PIN_GLOBAL;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
|
|
|
/*
|
|
|
|
* Wa32bitGeneralStateOffset & Wa32bitInstructionBaseOffset,
|
|
|
|
* limit address to the first 4GBs for unflagged objects.
|
|
|
|
*/
|
2017-08-16 16:52:06 +08:00
|
|
|
if (!(exec_flags & EXEC_OBJECT_SUPPORTS_48B_ADDRESS))
|
|
|
|
pin_flags |= PIN_ZONE_4G;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (exec_flags & __EXEC_OBJECT_NEEDS_MAP)
|
|
|
|
pin_flags |= PIN_MAPPABLE;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (exec_flags & EXEC_OBJECT_PINNED) {
|
|
|
|
pin_flags |= entry->offset | PIN_OFFSET_FIXED;
|
|
|
|
pin_flags &= ~PIN_NONBLOCK; /* force overlapping checks */
|
|
|
|
} else if (exec_flags & __EXEC_OBJECT_NEEDS_BIAS) {
|
|
|
|
pin_flags |= BATCH_OFFSET_BIAS | PIN_OFFSET_BIAS;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
err = i915_vma_pin(vma,
|
|
|
|
entry->pad_to_size, entry->alignment,
|
|
|
|
pin_flags);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err)
|
|
|
|
return err;
|
|
|
|
|
|
|
|
if (entry->offset != vma->node.start) {
|
|
|
|
entry->offset = vma->node.start | UPDATE;
|
|
|
|
eb->args->flags |= __EXEC_HAS_RELOC;
|
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (unlikely(exec_flags & EXEC_OBJECT_NEEDS_FENCE)) {
|
2017-10-09 16:43:56 +08:00
|
|
|
err = i915_vma_pin_fence(vma);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (unlikely(err)) {
|
|
|
|
i915_vma_unpin(vma);
|
|
|
|
return err;
|
|
|
|
}
|
|
|
|
|
2017-10-09 16:43:56 +08:00
|
|
|
if (vma->fence)
|
2017-08-16 16:52:06 +08:00
|
|
|
exec_flags |= __EXEC_OBJECT_HAS_FENCE;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
*vma->exec_flags = exec_flags | __EXEC_OBJECT_HAS_PIN;
|
|
|
|
GEM_BUG_ON(eb_vma_misplaced(entry, vma, exec_flags));
|
2017-07-21 22:50:35 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int eb_reserve(struct i915_execbuffer *eb)
|
|
|
|
{
|
|
|
|
const unsigned int count = eb->buffer_count;
|
|
|
|
struct list_head last;
|
|
|
|
struct i915_vma *vma;
|
|
|
|
unsigned int i, pass;
|
|
|
|
int err;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Attempt to pin all of the buffers into the GTT.
|
|
|
|
* This is done in 3 phases:
|
|
|
|
*
|
|
|
|
* 1a. Unbind all objects that do not match the GTT constraints for
|
|
|
|
* the execbuffer (fenceable, mappable, alignment etc).
|
|
|
|
* 1b. Increment pin count for already bound objects.
|
|
|
|
* 2. Bind new objects.
|
|
|
|
* 3. Decrement pin count.
|
|
|
|
*
|
|
|
|
* This avoid unnecessary unbinding of later objects in order to make
|
|
|
|
* room for the earlier objects *unless* we need to defragment.
|
|
|
|
*/
|
|
|
|
|
|
|
|
pass = 0;
|
|
|
|
err = 0;
|
|
|
|
do {
|
|
|
|
list_for_each_entry(vma, &eb->unbound, exec_link) {
|
|
|
|
err = eb_reserve_vma(eb, vma);
|
|
|
|
if (err)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (err != -ENOSPC)
|
|
|
|
return err;
|
|
|
|
|
|
|
|
/* Resort *all* the objects into priority order */
|
|
|
|
INIT_LIST_HEAD(&eb->unbound);
|
|
|
|
INIT_LIST_HEAD(&last);
|
|
|
|
for (i = 0; i < count; i++) {
|
2017-08-16 16:52:06 +08:00
|
|
|
unsigned int flags = eb->flags[i];
|
|
|
|
struct i915_vma *vma = eb->vma[i];
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & EXEC_OBJECT_PINNED &&
|
|
|
|
flags & __EXEC_OBJECT_HAS_PIN)
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
continue;
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
eb_unreserve_vma(vma, &eb->flags[i]);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & EXEC_OBJECT_PINNED)
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
list_add(&vma->exec_link, &eb->unbound);
|
2017-08-16 16:52:06 +08:00
|
|
|
else if (flags & __EXEC_OBJECT_NEEDS_MAP)
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
list_add_tail(&vma->exec_link, &eb->unbound);
|
|
|
|
else
|
|
|
|
list_add_tail(&vma->exec_link, &last);
|
|
|
|
}
|
|
|
|
list_splice_tail(&last, &eb->unbound);
|
|
|
|
|
|
|
|
switch (pass++) {
|
|
|
|
case 0:
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1:
|
|
|
|
/* Too fragmented, unbind everything and retry */
|
|
|
|
err = i915_gem_evict_vm(eb->vm);
|
|
|
|
if (err)
|
|
|
|
return err;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
return -ENOSPC;
|
|
|
|
}
|
|
|
|
} while (1);
|
2017-06-16 22:05:16 +08:00
|
|
|
}
|
2016-08-04 23:32:31 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static unsigned int eb_batch_index(const struct i915_execbuffer *eb)
|
|
|
|
{
|
2017-06-16 22:05:23 +08:00
|
|
|
if (eb->args->flags & I915_EXEC_BATCH_FIRST)
|
|
|
|
return 0;
|
|
|
|
else
|
|
|
|
return eb->buffer_count - 1;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
static int eb_select_context(struct i915_execbuffer *eb)
|
|
|
|
{
|
|
|
|
struct i915_gem_context *ctx;
|
|
|
|
|
|
|
|
ctx = i915_gem_context_lookup(eb->file->driver_priv, eb->args->rsvd1);
|
2017-06-20 19:05:47 +08:00
|
|
|
if (unlikely(!ctx))
|
|
|
|
return -ENOENT;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-06-20 19:05:47 +08:00
|
|
|
eb->ctx = ctx;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->vm = ctx->ppgtt ? &ctx->ppgtt->base : &eb->i915->ggtt.base;
|
|
|
|
|
|
|
|
eb->context_flags = 0;
|
|
|
|
if (ctx->flags & CONTEXT_NO_ZEROMAP)
|
|
|
|
eb->context_flags |= __EXEC_OBJECT_NEEDS_BIAS;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int eb_lookup_vmas(struct i915_execbuffer *eb)
|
2013-01-08 18:53:14 +08:00
|
|
|
{
|
2017-08-16 16:52:08 +08:00
|
|
|
struct radix_tree_root *handles_vma = &eb->ctx->handles_vma;
|
2017-09-12 23:07:52 +08:00
|
|
|
struct drm_i915_gem_object *obj;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
unsigned int i;
|
|
|
|
int err;
|
2013-01-08 18:53:14 +08:00
|
|
|
|
2017-08-16 16:52:05 +08:00
|
|
|
if (unlikely(i915_gem_context_is_closed(eb->ctx)))
|
|
|
|
return -ENOENT;
|
|
|
|
|
|
|
|
if (unlikely(i915_gem_context_is_banned(eb->ctx)))
|
|
|
|
return -EIO;
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
INIT_LIST_HEAD(&eb->relocs);
|
|
|
|
INIT_LIST_HEAD(&eb->unbound);
|
2017-06-15 16:14:34 +08:00
|
|
|
|
2017-08-16 16:52:07 +08:00
|
|
|
for (i = 0; i < eb->buffer_count; i++) {
|
|
|
|
u32 handle = eb->exec[i].handle;
|
2017-08-16 16:52:08 +08:00
|
|
|
struct i915_lut_handle *lut;
|
2017-08-16 16:52:07 +08:00
|
|
|
struct i915_vma *vma;
|
2017-06-16 22:05:16 +08:00
|
|
|
|
2017-08-16 16:52:08 +08:00
|
|
|
vma = radix_tree_lookup(handles_vma, handle);
|
|
|
|
if (likely(vma))
|
2017-08-16 16:52:07 +08:00
|
|
|
goto add_vma;
|
2017-06-16 22:05:16 +08:00
|
|
|
|
2017-08-16 16:52:07 +08:00
|
|
|
obj = i915_gem_object_lookup(eb->file, handle);
|
2017-06-16 22:05:16 +08:00
|
|
|
if (unlikely(!obj)) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = -ENOENT;
|
2017-08-16 16:52:07 +08:00
|
|
|
goto err_vma;
|
2013-01-08 18:53:14 +08:00
|
|
|
}
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
vma = i915_vma_instance(obj, eb->vm, NULL);
|
2016-08-15 17:49:06 +08:00
|
|
|
if (unlikely(IS_ERR(vma))) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = PTR_ERR(vma);
|
2017-08-16 16:52:07 +08:00
|
|
|
goto err_obj;
|
drm/i915: Convert execbuf code to use vmas
In order to transition more of our code over to using a VMA instead of
an <OBJ, VM> pair - we must have the vma accessible at execbuf time. Up
until now, we've only had a VMA when actually binding an object.
The previous patch helped handle the distinction on bound vs. unbound.
This patch will help us catch leaks, and other issues before we actually
shuffle a bunch of stuff around.
This attempts to convert all the execbuf code to speak in vmas. Since
the execbuf code is very self contained it was a nice isolated
conversion.
The meat of the code is about turning eb_objects into eb_vma, and then
wiring up the rest of the code to use vmas instead of obj, vm pairs.
Unfortunately, to do this, we must move the exec_list link from the obj
structure. This list is reused in the eviction code, so we must also
modify the eviction code to make this work.
WARNING: This patch makes an already hotly profiled path slower. The cost is
unavoidable. In reply to this mail, I will attach the extra data.
v2: Release table lock early, and two a 2 phase vma lookup to avoid
having to use a GFP_ATOMIC. (Chris)
v3: s/obj_exec_list/obj_exec_link/
Updates to address
commit 6d2b888569d366beb4be72cacfde41adee2c25e1
Author: Chris Wilson <chris@chris-wilson.co.uk>
Date: Wed Aug 7 18:30:54 2013 +0100
drm/i915: List objects allocated from stolen memory in debugfs
v4: Use obj = vma->obj for neatness in some places (Chris)
need_reloc_mappable() should return false if ppgtt (Chris)
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
[danvet: Split out prep patches. Also remove a FIXME comment which is
now taken care of.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2013-08-14 17:38:36 +08:00
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:08 +08:00
|
|
|
lut = kmem_cache_alloc(eb->i915->luts, GFP_KERNEL);
|
|
|
|
if (unlikely(!lut)) {
|
|
|
|
err = -ENOMEM;
|
|
|
|
goto err_obj;
|
|
|
|
}
|
|
|
|
|
|
|
|
err = radix_tree_insert(handles_vma, handle, vma);
|
|
|
|
if (unlikely(err)) {
|
|
|
|
kfree(lut);
|
|
|
|
goto err_obj;
|
2013-01-08 18:53:17 +08:00
|
|
|
}
|
2017-06-16 22:05:16 +08:00
|
|
|
|
2017-09-12 23:07:52 +08:00
|
|
|
/* transfer ref to ctx */
|
2017-08-22 19:05:17 +08:00
|
|
|
vma->open_count++;
|
2017-08-16 16:52:08 +08:00
|
|
|
list_add(&lut->obj_link, &obj->lut_list);
|
|
|
|
list_add(&lut->ctx_link, &eb->ctx->handles_list);
|
|
|
|
lut->ctx = eb->ctx;
|
|
|
|
lut->handle = handle;
|
|
|
|
|
2017-08-16 16:52:07 +08:00
|
|
|
add_vma:
|
2017-08-16 16:52:08 +08:00
|
|
|
err = eb_add_vma(eb, i, vma);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (unlikely(err))
|
2017-09-12 23:07:52 +08:00
|
|
|
goto err_vma;
|
2017-06-16 22:05:20 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
GEM_BUG_ON(vma != eb->vma[i]);
|
|
|
|
GEM_BUG_ON(vma->exec_flags != &eb->flags[i]);
|
2017-06-16 22:05:16 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/* take note of the batch buffer before we might reorder the lists */
|
|
|
|
i = eb_batch_index(eb);
|
2017-08-16 16:52:06 +08:00
|
|
|
eb->batch = eb->vma[i];
|
|
|
|
GEM_BUG_ON(eb->batch->exec_flags != &eb->flags[i]);
|
drm/i915: Convert execbuf code to use vmas
In order to transition more of our code over to using a VMA instead of
an <OBJ, VM> pair - we must have the vma accessible at execbuf time. Up
until now, we've only had a VMA when actually binding an object.
The previous patch helped handle the distinction on bound vs. unbound.
This patch will help us catch leaks, and other issues before we actually
shuffle a bunch of stuff around.
This attempts to convert all the execbuf code to speak in vmas. Since
the execbuf code is very self contained it was a nice isolated
conversion.
The meat of the code is about turning eb_objects into eb_vma, and then
wiring up the rest of the code to use vmas instead of obj, vm pairs.
Unfortunately, to do this, we must move the exec_list link from the obj
structure. This list is reused in the eviction code, so we must also
modify the eviction code to make this work.
WARNING: This patch makes an already hotly profiled path slower. The cost is
unavoidable. In reply to this mail, I will attach the extra data.
v2: Release table lock early, and two a 2 phase vma lookup to avoid
having to use a GFP_ATOMIC. (Chris)
v3: s/obj_exec_list/obj_exec_link/
Updates to address
commit 6d2b888569d366beb4be72cacfde41adee2c25e1
Author: Chris Wilson <chris@chris-wilson.co.uk>
Date: Wed Aug 7 18:30:54 2013 +0100
drm/i915: List objects allocated from stolen memory in debugfs
v4: Use obj = vma->obj for neatness in some places (Chris)
need_reloc_mappable() should return false if ppgtt (Chris)
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
[danvet: Split out prep patches. Also remove a FIXME comment which is
now taken care of.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2013-08-14 17:38:36 +08:00
|
|
|
|
2013-12-04 17:52:58 +08:00
|
|
|
/*
|
2017-06-16 22:05:16 +08:00
|
|
|
* SNA is doing fancy tricks with compressing batch buffers, which leads
|
|
|
|
* to negative relocation deltas. Usually that works out ok since the
|
|
|
|
* relocate address is still positive, except when the batch is placed
|
|
|
|
* very low in the GTT. Ensure this doesn't happen.
|
|
|
|
*
|
|
|
|
* Note that actual hangs have only been observed on gen7, but for
|
|
|
|
* paranoia do it everywhere.
|
2013-12-04 17:52:58 +08:00
|
|
|
*/
|
2017-08-16 16:52:06 +08:00
|
|
|
if (!(eb->flags[i] & EXEC_OBJECT_PINNED))
|
|
|
|
eb->flags[i] |= __EXEC_OBJECT_NEEDS_BIAS;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (eb->reloc_cache.has_fence)
|
2017-08-16 16:52:06 +08:00
|
|
|
eb->flags[i] |= EXEC_OBJECT_NEEDS_FENCE;
|
2013-12-04 17:52:58 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->args->flags |= __EXEC_VALIDATED;
|
|
|
|
return eb_reserve(eb);
|
|
|
|
|
2017-08-16 16:52:07 +08:00
|
|
|
err_obj:
|
2017-09-12 23:07:52 +08:00
|
|
|
i915_gem_object_put(obj);
|
2017-08-16 16:52:07 +08:00
|
|
|
err_vma:
|
|
|
|
eb->vma[i] = NULL;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return err;
|
2013-01-08 18:53:14 +08:00
|
|
|
}
|
|
|
|
|
2017-06-16 22:05:16 +08:00
|
|
|
static struct i915_vma *
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb_get_vma(const struct i915_execbuffer *eb, unsigned long handle)
|
2010-12-08 18:38:14 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (eb->lut_size < 0) {
|
|
|
|
if (handle >= -eb->lut_size)
|
2013-01-08 18:53:17 +08:00
|
|
|
return NULL;
|
2017-08-16 16:52:06 +08:00
|
|
|
return eb->vma[handle];
|
2013-01-08 18:53:17 +08:00
|
|
|
} else {
|
|
|
|
struct hlist_head *head;
|
2016-01-18 23:54:20 +08:00
|
|
|
struct i915_vma *vma;
|
2010-12-08 18:38:14 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
head = &eb->buckets[hash_32(handle, eb->lut_size)];
|
2016-01-18 23:54:20 +08:00
|
|
|
hlist_for_each_entry(vma, head, exec_node) {
|
drm/i915: Convert execbuf code to use vmas
In order to transition more of our code over to using a VMA instead of
an <OBJ, VM> pair - we must have the vma accessible at execbuf time. Up
until now, we've only had a VMA when actually binding an object.
The previous patch helped handle the distinction on bound vs. unbound.
This patch will help us catch leaks, and other issues before we actually
shuffle a bunch of stuff around.
This attempts to convert all the execbuf code to speak in vmas. Since
the execbuf code is very self contained it was a nice isolated
conversion.
The meat of the code is about turning eb_objects into eb_vma, and then
wiring up the rest of the code to use vmas instead of obj, vm pairs.
Unfortunately, to do this, we must move the exec_list link from the obj
structure. This list is reused in the eviction code, so we must also
modify the eviction code to make this work.
WARNING: This patch makes an already hotly profiled path slower. The cost is
unavoidable. In reply to this mail, I will attach the extra data.
v2: Release table lock early, and two a 2 phase vma lookup to avoid
having to use a GFP_ATOMIC. (Chris)
v3: s/obj_exec_list/obj_exec_link/
Updates to address
commit 6d2b888569d366beb4be72cacfde41adee2c25e1
Author: Chris Wilson <chris@chris-wilson.co.uk>
Date: Wed Aug 7 18:30:54 2013 +0100
drm/i915: List objects allocated from stolen memory in debugfs
v4: Use obj = vma->obj for neatness in some places (Chris)
need_reloc_mappable() should return false if ppgtt (Chris)
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
[danvet: Split out prep patches. Also remove a FIXME comment which is
now taken care of.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2013-08-14 17:38:36 +08:00
|
|
|
if (vma->exec_handle == handle)
|
|
|
|
return vma;
|
2013-01-08 18:53:17 +08:00
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
2010-12-08 18:38:14 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static void eb_release_vmas(const struct i915_execbuffer *eb)
|
2013-11-26 19:23:15 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
const unsigned int count = eb->buffer_count;
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++) {
|
2017-08-16 16:52:06 +08:00
|
|
|
struct i915_vma *vma = eb->vma[i];
|
|
|
|
unsigned int flags = eb->flags[i];
|
2017-06-15 16:14:33 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (!vma)
|
2017-08-16 16:52:07 +08:00
|
|
|
break;
|
2013-01-08 18:53:15 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
GEM_BUG_ON(vma->exec_flags != &eb->flags[i]);
|
|
|
|
vma->exec_flags = NULL;
|
|
|
|
eb->vma[i] = NULL;
|
2016-08-19 00:16:54 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & __EXEC_OBJECT_HAS_PIN)
|
|
|
|
__eb_unreserve_vma(vma, flags);
|
2017-06-16 22:05:20 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & __EXEC_OBJECT_HAS_REF)
|
2017-06-16 22:05:20 +08:00
|
|
|
i915_vma_put(vma);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
}
|
2012-03-26 16:10:27 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static void eb_reset_vmas(const struct i915_execbuffer *eb)
|
2015-12-30 01:24:52 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb_release_vmas(eb);
|
2017-06-29 23:04:25 +08:00
|
|
|
if (eb->lut_size > 0)
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
memset(eb->buckets, 0,
|
|
|
|
sizeof(struct hlist_head) << eb->lut_size);
|
2015-12-30 01:24:52 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static void eb_destroy(const struct i915_execbuffer *eb)
|
2015-12-30 01:24:52 +08:00
|
|
|
{
|
2017-06-16 22:05:24 +08:00
|
|
|
GEM_BUG_ON(eb->reloc_cache.rq);
|
|
|
|
|
2017-06-29 23:04:25 +08:00
|
|
|
if (eb->lut_size > 0)
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
kfree(eb->buckets);
|
2015-12-30 01:24:52 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static inline u64
|
2016-08-19 00:16:52 +08:00
|
|
|
relocation_target(const struct drm_i915_gem_relocation_entry *reloc,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
const struct i915_vma *target)
|
2015-12-30 01:24:52 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return gen8_canonical_addr((int)reloc->delta + target->node.start);
|
2015-12-30 01:24:52 +08:00
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
static void reloc_cache_init(struct reloc_cache *cache,
|
|
|
|
struct drm_i915_private *i915)
|
2013-08-22 00:10:51 +08:00
|
|
|
{
|
2016-08-19 00:16:46 +08:00
|
|
|
cache->page = -1;
|
2016-08-19 00:16:52 +08:00
|
|
|
cache->vaddr = 0;
|
2016-11-03 16:39:46 +08:00
|
|
|
/* Must be a variable in the struct to allow GCC to unroll. */
|
2017-06-16 22:05:24 +08:00
|
|
|
cache->gen = INTEL_GEN(i915);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
cache->has_llc = HAS_LLC(i915);
|
2016-11-03 16:39:46 +08:00
|
|
|
cache->use_64bit_reloc = HAS_64BIT_RELOC(i915);
|
2017-06-16 22:05:24 +08:00
|
|
|
cache->has_fence = cache->gen < 4;
|
|
|
|
cache->needs_unfenced = INTEL_INFO(i915)->unfenced_needs_alignment;
|
2016-08-19 00:16:53 +08:00
|
|
|
cache->node.allocated = false;
|
2017-06-16 22:05:24 +08:00
|
|
|
cache->rq = NULL;
|
|
|
|
cache->rq_size = 0;
|
2016-08-19 00:16:52 +08:00
|
|
|
}
|
2013-08-22 00:10:51 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
static inline void *unmask_page(unsigned long p)
|
|
|
|
{
|
|
|
|
return (void *)(uintptr_t)(p & PAGE_MASK);
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline unsigned int unmask_flags(unsigned long p)
|
|
|
|
{
|
|
|
|
return p & ~PAGE_MASK;
|
2016-08-19 00:16:46 +08:00
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
#define KMAP 0x4 /* after CLFLUSH_FLAGS */
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
static inline struct i915_ggtt *cache_to_ggtt(struct reloc_cache *cache)
|
|
|
|
{
|
|
|
|
struct drm_i915_private *i915 =
|
|
|
|
container_of(cache, struct i915_execbuffer, reloc_cache)->i915;
|
|
|
|
return &i915->ggtt;
|
|
|
|
}
|
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
static void reloc_gpu_flush(struct reloc_cache *cache)
|
|
|
|
{
|
|
|
|
GEM_BUG_ON(cache->rq_size >= cache->rq->batch->obj->base.size / sizeof(u32));
|
|
|
|
cache->rq_cmd[cache->rq_size] = MI_BATCH_BUFFER_END;
|
|
|
|
i915_gem_object_unpin_map(cache->rq->batch->obj);
|
|
|
|
i915_gem_chipset_flush(cache->rq->i915);
|
|
|
|
|
|
|
|
__i915_add_request(cache->rq, true);
|
|
|
|
cache->rq = NULL;
|
|
|
|
}
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
static void reloc_cache_reset(struct reloc_cache *cache)
|
2016-08-19 00:16:46 +08:00
|
|
|
{
|
2016-08-19 00:16:52 +08:00
|
|
|
void *vaddr;
|
2013-08-22 00:10:51 +08:00
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
if (cache->rq)
|
|
|
|
reloc_gpu_flush(cache);
|
|
|
|
|
2016-08-19 00:16:46 +08:00
|
|
|
if (!cache->vaddr)
|
|
|
|
return;
|
2013-11-03 12:07:11 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
vaddr = unmask_page(cache->vaddr);
|
|
|
|
if (cache->vaddr & KMAP) {
|
|
|
|
if (cache->vaddr & CLFLUSH_AFTER)
|
|
|
|
mb();
|
2013-11-03 12:07:11 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
kunmap_atomic(vaddr);
|
|
|
|
i915_gem_obj_finish_shmem_access((struct drm_i915_gem_object *)cache->node.mm);
|
|
|
|
} else {
|
2016-08-19 00:16:53 +08:00
|
|
|
wmb();
|
2016-08-19 00:16:52 +08:00
|
|
|
io_mapping_unmap_atomic((void __iomem *)vaddr);
|
2016-08-19 00:16:53 +08:00
|
|
|
if (cache->node.allocated) {
|
2017-06-15 16:14:33 +08:00
|
|
|
struct i915_ggtt *ggtt = cache_to_ggtt(cache);
|
2016-08-19 00:16:53 +08:00
|
|
|
|
|
|
|
ggtt->base.clear_range(&ggtt->base,
|
|
|
|
cache->node.start,
|
2016-10-13 20:02:40 +08:00
|
|
|
cache->node.size);
|
2016-08-19 00:16:53 +08:00
|
|
|
drm_mm_remove_node(&cache->node);
|
|
|
|
} else {
|
|
|
|
i915_vma_unpin((struct i915_vma *)cache->node.mm);
|
2013-11-03 12:07:11 +08:00
|
|
|
}
|
2016-08-19 00:16:46 +08:00
|
|
|
}
|
2017-06-15 16:14:33 +08:00
|
|
|
|
|
|
|
cache->vaddr = 0;
|
|
|
|
cache->page = -1;
|
2016-08-19 00:16:46 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
static void *reloc_kmap(struct drm_i915_gem_object *obj,
|
|
|
|
struct reloc_cache *cache,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
unsigned long page)
|
2016-08-19 00:16:46 +08:00
|
|
|
{
|
2016-08-19 00:16:52 +08:00
|
|
|
void *vaddr;
|
|
|
|
|
|
|
|
if (cache->vaddr) {
|
|
|
|
kunmap_atomic(unmask_page(cache->vaddr));
|
|
|
|
} else {
|
|
|
|
unsigned int flushes;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
2016-08-19 00:16:46 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_gem_obj_prepare_shmem_write(obj, &flushes);
|
|
|
|
if (err)
|
|
|
|
return ERR_PTR(err);
|
2016-08-19 00:16:52 +08:00
|
|
|
|
|
|
|
BUILD_BUG_ON(KMAP & CLFLUSH_FLAGS);
|
|
|
|
BUILD_BUG_ON((KMAP | CLFLUSH_FLAGS) & PAGE_MASK);
|
2013-11-03 12:07:11 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
cache->vaddr = flushes | KMAP;
|
|
|
|
cache->node.mm = (void *)obj;
|
|
|
|
if (flushes)
|
|
|
|
mb();
|
2013-11-03 12:07:11 +08:00
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
vaddr = kmap_atomic(i915_gem_object_get_dirty_page(obj, page));
|
|
|
|
cache->vaddr = unmask_flags(cache->vaddr) | (unsigned long)vaddr;
|
2016-08-19 00:16:46 +08:00
|
|
|
cache->page = page;
|
2013-08-22 00:10:51 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
return vaddr;
|
2013-08-22 00:10:51 +08:00
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
static void *reloc_iomap(struct drm_i915_gem_object *obj,
|
|
|
|
struct reloc_cache *cache,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
unsigned long page)
|
2013-08-22 00:10:51 +08:00
|
|
|
{
|
2017-06-15 16:14:33 +08:00
|
|
|
struct i915_ggtt *ggtt = cache_to_ggtt(cache);
|
2016-08-19 00:16:53 +08:00
|
|
|
unsigned long offset;
|
2016-08-19 00:16:52 +08:00
|
|
|
void *vaddr;
|
2013-08-22 00:10:51 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
if (cache->vaddr) {
|
2016-10-04 17:54:13 +08:00
|
|
|
io_mapping_unmap_atomic((void __force __iomem *) unmask_page(cache->vaddr));
|
2016-08-19 00:16:52 +08:00
|
|
|
} else {
|
|
|
|
struct i915_vma *vma;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
2013-08-22 00:10:51 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (use_cpu_reloc(cache, obj))
|
2016-08-19 00:16:52 +08:00
|
|
|
return NULL;
|
2013-11-03 12:07:11 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_gem_object_set_to_gtt_domain(obj, true);
|
|
|
|
if (err)
|
|
|
|
return ERR_PTR(err);
|
2013-11-03 12:07:11 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
vma = i915_gem_object_ggtt_pin(obj, NULL, 0, 0,
|
2017-10-09 16:43:59 +08:00
|
|
|
PIN_MAPPABLE |
|
|
|
|
PIN_NONBLOCK |
|
|
|
|
PIN_NONFAULT);
|
2016-08-19 00:16:53 +08:00
|
|
|
if (IS_ERR(vma)) {
|
|
|
|
memset(&cache->node, 0, sizeof(cache->node));
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = drm_mm_insert_node_in_range
|
2016-08-19 00:16:53 +08:00
|
|
|
(&ggtt->base.mm, &cache->node,
|
2017-01-10 22:47:34 +08:00
|
|
|
PAGE_SIZE, 0, I915_COLOR_UNEVICTABLE,
|
2016-08-19 00:16:53 +08:00
|
|
|
0, ggtt->mappable_end,
|
2017-02-03 05:04:38 +08:00
|
|
|
DRM_MM_INSERT_LOW);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err) /* no inactive aperture space, use cpu reloc */
|
2016-10-07 14:53:25 +08:00
|
|
|
return NULL;
|
2016-08-19 00:16:53 +08:00
|
|
|
} else {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_vma_put_fence(vma);
|
|
|
|
if (err) {
|
2016-08-19 00:16:53 +08:00
|
|
|
i915_vma_unpin(vma);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return ERR_PTR(err);
|
2016-08-19 00:16:53 +08:00
|
|
|
}
|
2013-08-22 00:10:51 +08:00
|
|
|
|
2016-08-19 00:16:53 +08:00
|
|
|
cache->node.start = vma->node.start;
|
|
|
|
cache->node.mm = (void *)vma;
|
2013-11-03 12:07:11 +08:00
|
|
|
}
|
2016-08-19 00:16:53 +08:00
|
|
|
}
|
2013-11-03 12:07:11 +08:00
|
|
|
|
2016-08-19 00:16:53 +08:00
|
|
|
offset = cache->node.start;
|
|
|
|
if (cache->node.allocated) {
|
2016-10-28 22:27:56 +08:00
|
|
|
wmb();
|
2016-08-19 00:16:53 +08:00
|
|
|
ggtt->base.insert_page(&ggtt->base,
|
|
|
|
i915_gem_object_get_dma_address(obj, page),
|
|
|
|
offset, I915_CACHE_NONE, 0);
|
|
|
|
} else {
|
|
|
|
offset += page << PAGE_SHIFT;
|
2013-11-03 12:07:11 +08:00
|
|
|
}
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
vaddr = (void __force *)io_mapping_map_atomic_wc(&ggtt->mappable,
|
|
|
|
offset);
|
2016-08-19 00:16:52 +08:00
|
|
|
cache->page = page;
|
|
|
|
cache->vaddr = (unsigned long)vaddr;
|
2013-08-22 00:10:51 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
return vaddr;
|
2013-08-22 00:10:51 +08:00
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
static void *reloc_vaddr(struct drm_i915_gem_object *obj,
|
|
|
|
struct reloc_cache *cache,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
unsigned long page)
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
{
|
2016-08-19 00:16:52 +08:00
|
|
|
void *vaddr;
|
2013-08-22 00:10:51 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
if (cache->page == page) {
|
|
|
|
vaddr = unmask_page(cache->vaddr);
|
|
|
|
} else {
|
|
|
|
vaddr = NULL;
|
|
|
|
if ((cache->vaddr & KMAP) == 0)
|
|
|
|
vaddr = reloc_iomap(obj, cache, page);
|
|
|
|
if (!vaddr)
|
|
|
|
vaddr = reloc_kmap(obj, cache, page);
|
2013-11-03 12:07:11 +08:00
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
return vaddr;
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
static void clflush_write32(u32 *addr, u32 value, unsigned int flushes)
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
{
|
2016-08-19 00:16:52 +08:00
|
|
|
if (unlikely(flushes & (CLFLUSH_BEFORE | CLFLUSH_AFTER))) {
|
|
|
|
if (flushes & CLFLUSH_BEFORE) {
|
|
|
|
clflushopt(addr);
|
|
|
|
mb();
|
|
|
|
}
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
*addr = value;
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Writes to the same cacheline are serialised by the CPU
|
2016-08-19 00:16:52 +08:00
|
|
|
* (including clflush). On the write path, we only require
|
|
|
|
* that it hits memory in an orderly fashion and place
|
|
|
|
* mb barriers at the start and end of the relocation phase
|
|
|
|
* to ensure ordering of clflush wrt to the system.
|
|
|
|
*/
|
|
|
|
if (flushes & CLFLUSH_AFTER)
|
|
|
|
clflushopt(addr);
|
|
|
|
} else
|
|
|
|
*addr = value;
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
}
|
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
static int __reloc_gpu_alloc(struct i915_execbuffer *eb,
|
|
|
|
struct i915_vma *vma,
|
|
|
|
unsigned int len)
|
|
|
|
{
|
|
|
|
struct reloc_cache *cache = &eb->reloc_cache;
|
|
|
|
struct drm_i915_gem_object *obj;
|
|
|
|
struct drm_i915_gem_request *rq;
|
|
|
|
struct i915_vma *batch;
|
|
|
|
u32 *cmd;
|
|
|
|
int err;
|
|
|
|
|
|
|
|
GEM_BUG_ON(vma->obj->base.write_domain & I915_GEM_DOMAIN_CPU);
|
|
|
|
|
|
|
|
obj = i915_gem_batch_pool_get(&eb->engine->batch_pool, PAGE_SIZE);
|
|
|
|
if (IS_ERR(obj))
|
|
|
|
return PTR_ERR(obj);
|
|
|
|
|
|
|
|
cmd = i915_gem_object_pin_map(obj,
|
2017-08-28 18:46:31 +08:00
|
|
|
cache->has_llc ?
|
|
|
|
I915_MAP_FORCE_WB :
|
|
|
|
I915_MAP_FORCE_WC);
|
2017-06-16 22:05:24 +08:00
|
|
|
i915_gem_object_unpin_pages(obj);
|
|
|
|
if (IS_ERR(cmd))
|
|
|
|
return PTR_ERR(cmd);
|
|
|
|
|
|
|
|
err = i915_gem_object_set_to_wc_domain(obj, false);
|
|
|
|
if (err)
|
|
|
|
goto err_unmap;
|
|
|
|
|
|
|
|
batch = i915_vma_instance(obj, vma->vm, NULL);
|
|
|
|
if (IS_ERR(batch)) {
|
|
|
|
err = PTR_ERR(batch);
|
|
|
|
goto err_unmap;
|
|
|
|
}
|
|
|
|
|
|
|
|
err = i915_vma_pin(batch, 0, 0, PIN_USER | PIN_NONBLOCK);
|
|
|
|
if (err)
|
|
|
|
goto err_unmap;
|
|
|
|
|
|
|
|
rq = i915_gem_request_alloc(eb->engine, eb->ctx);
|
|
|
|
if (IS_ERR(rq)) {
|
|
|
|
err = PTR_ERR(rq);
|
|
|
|
goto err_unpin;
|
|
|
|
}
|
|
|
|
|
|
|
|
err = i915_gem_request_await_object(rq, vma->obj, true);
|
|
|
|
if (err)
|
|
|
|
goto err_request;
|
|
|
|
|
|
|
|
err = eb->engine->emit_flush(rq, EMIT_INVALIDATE);
|
|
|
|
if (err)
|
|
|
|
goto err_request;
|
|
|
|
|
|
|
|
err = i915_switch_context(rq);
|
|
|
|
if (err)
|
|
|
|
goto err_request;
|
|
|
|
|
|
|
|
err = eb->engine->emit_bb_start(rq,
|
|
|
|
batch->node.start, PAGE_SIZE,
|
|
|
|
cache->gen > 5 ? 0 : I915_DISPATCH_SECURE);
|
|
|
|
if (err)
|
|
|
|
goto err_request;
|
|
|
|
|
2017-06-16 22:05:25 +08:00
|
|
|
GEM_BUG_ON(!reservation_object_test_signaled_rcu(batch->resv, true));
|
2017-06-16 22:05:24 +08:00
|
|
|
i915_vma_move_to_active(batch, rq, 0);
|
2017-06-16 22:05:25 +08:00
|
|
|
reservation_object_lock(batch->resv, NULL);
|
|
|
|
reservation_object_add_excl_fence(batch->resv, &rq->fence);
|
|
|
|
reservation_object_unlock(batch->resv);
|
2017-06-16 22:05:24 +08:00
|
|
|
i915_vma_unpin(batch);
|
|
|
|
|
2017-06-20 20:43:20 +08:00
|
|
|
i915_vma_move_to_active(vma, rq, EXEC_OBJECT_WRITE);
|
2017-06-16 22:05:25 +08:00
|
|
|
reservation_object_lock(vma->resv, NULL);
|
|
|
|
reservation_object_add_excl_fence(vma->resv, &rq->fence);
|
|
|
|
reservation_object_unlock(vma->resv);
|
2017-06-16 22:05:24 +08:00
|
|
|
|
|
|
|
rq->batch = batch;
|
|
|
|
|
|
|
|
cache->rq = rq;
|
|
|
|
cache->rq_cmd = cmd;
|
|
|
|
cache->rq_size = 0;
|
|
|
|
|
|
|
|
/* Return with batch mapping (cmd) still pinned */
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
err_request:
|
|
|
|
i915_add_request(rq);
|
|
|
|
err_unpin:
|
|
|
|
i915_vma_unpin(batch);
|
|
|
|
err_unmap:
|
|
|
|
i915_gem_object_unpin_map(obj);
|
|
|
|
return err;
|
|
|
|
}
|
|
|
|
|
|
|
|
static u32 *reloc_gpu(struct i915_execbuffer *eb,
|
|
|
|
struct i915_vma *vma,
|
|
|
|
unsigned int len)
|
|
|
|
{
|
|
|
|
struct reloc_cache *cache = &eb->reloc_cache;
|
|
|
|
u32 *cmd;
|
|
|
|
|
|
|
|
if (cache->rq_size > PAGE_SIZE/sizeof(u32) - (len + 1))
|
|
|
|
reloc_gpu_flush(cache);
|
|
|
|
|
|
|
|
if (unlikely(!cache->rq)) {
|
|
|
|
int err;
|
|
|
|
|
2017-08-26 21:56:20 +08:00
|
|
|
/* If we need to copy for the cmdparser, we will stall anyway */
|
|
|
|
if (eb_use_cmdparser(eb))
|
|
|
|
return ERR_PTR(-EWOULDBLOCK);
|
|
|
|
|
2017-09-06 23:28:59 +08:00
|
|
|
if (!intel_engine_can_store_dword(eb->engine))
|
|
|
|
return ERR_PTR(-ENODEV);
|
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
err = __reloc_gpu_alloc(eb, vma, len);
|
|
|
|
if (unlikely(err))
|
|
|
|
return ERR_PTR(err);
|
|
|
|
}
|
|
|
|
|
|
|
|
cmd = cache->rq_cmd + cache->rq_size;
|
|
|
|
cache->rq_size += len;
|
|
|
|
|
|
|
|
return cmd;
|
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static u64
|
|
|
|
relocate_entry(struct i915_vma *vma,
|
2016-08-19 00:16:52 +08:00
|
|
|
const struct drm_i915_gem_relocation_entry *reloc,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
struct i915_execbuffer *eb,
|
|
|
|
const struct i915_vma *target)
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
{
|
2016-08-19 00:16:52 +08:00
|
|
|
u64 offset = reloc->offset;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
u64 target_offset = relocation_target(reloc, target);
|
|
|
|
bool wide = eb->reloc_cache.use_64bit_reloc;
|
2016-08-19 00:16:52 +08:00
|
|
|
void *vaddr;
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
if (!eb->reloc_cache.vaddr &&
|
|
|
|
(DBG_FORCE_RELOC == FORCE_GPU_RELOC ||
|
2017-09-06 23:28:59 +08:00
|
|
|
!reservation_object_test_signaled_rcu(vma->resv, true))) {
|
2017-06-16 22:05:24 +08:00
|
|
|
const unsigned int gen = eb->reloc_cache.gen;
|
|
|
|
unsigned int len;
|
|
|
|
u32 *batch;
|
|
|
|
u64 addr;
|
|
|
|
|
|
|
|
if (wide)
|
|
|
|
len = offset & 7 ? 8 : 5;
|
|
|
|
else if (gen >= 4)
|
|
|
|
len = 4;
|
2017-08-16 16:52:04 +08:00
|
|
|
else
|
2017-06-16 22:05:24 +08:00
|
|
|
len = 3;
|
|
|
|
|
|
|
|
batch = reloc_gpu(eb, vma, len);
|
|
|
|
if (IS_ERR(batch))
|
|
|
|
goto repeat;
|
|
|
|
|
|
|
|
addr = gen8_canonical_addr(vma->node.start + offset);
|
|
|
|
if (wide) {
|
|
|
|
if (offset & 7) {
|
|
|
|
*batch++ = MI_STORE_DWORD_IMM_GEN4;
|
|
|
|
*batch++ = lower_32_bits(addr);
|
|
|
|
*batch++ = upper_32_bits(addr);
|
|
|
|
*batch++ = lower_32_bits(target_offset);
|
|
|
|
|
|
|
|
addr = gen8_canonical_addr(addr + 4);
|
|
|
|
|
|
|
|
*batch++ = MI_STORE_DWORD_IMM_GEN4;
|
|
|
|
*batch++ = lower_32_bits(addr);
|
|
|
|
*batch++ = upper_32_bits(addr);
|
|
|
|
*batch++ = upper_32_bits(target_offset);
|
|
|
|
} else {
|
|
|
|
*batch++ = (MI_STORE_DWORD_IMM_GEN4 | (1 << 21)) + 1;
|
|
|
|
*batch++ = lower_32_bits(addr);
|
|
|
|
*batch++ = upper_32_bits(addr);
|
|
|
|
*batch++ = lower_32_bits(target_offset);
|
|
|
|
*batch++ = upper_32_bits(target_offset);
|
|
|
|
}
|
|
|
|
} else if (gen >= 6) {
|
|
|
|
*batch++ = MI_STORE_DWORD_IMM_GEN4;
|
|
|
|
*batch++ = 0;
|
|
|
|
*batch++ = addr;
|
|
|
|
*batch++ = target_offset;
|
|
|
|
} else if (gen >= 4) {
|
|
|
|
*batch++ = MI_STORE_DWORD_IMM_GEN4 | MI_USE_GGTT;
|
|
|
|
*batch++ = 0;
|
|
|
|
*batch++ = addr;
|
|
|
|
*batch++ = target_offset;
|
|
|
|
} else {
|
|
|
|
*batch++ = MI_STORE_DWORD_IMM | MI_MEM_VIRTUAL;
|
|
|
|
*batch++ = addr;
|
|
|
|
*batch++ = target_offset;
|
|
|
|
}
|
|
|
|
|
|
|
|
goto out;
|
|
|
|
}
|
|
|
|
|
2016-08-19 00:16:52 +08:00
|
|
|
repeat:
|
2017-06-16 22:05:25 +08:00
|
|
|
vaddr = reloc_vaddr(vma->obj, &eb->reloc_cache, offset >> PAGE_SHIFT);
|
2016-08-19 00:16:52 +08:00
|
|
|
if (IS_ERR(vaddr))
|
|
|
|
return PTR_ERR(vaddr);
|
|
|
|
|
|
|
|
clflush_write32(vaddr + offset_in_page(offset),
|
|
|
|
lower_32_bits(target_offset),
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->reloc_cache.vaddr);
|
2016-08-19 00:16:52 +08:00
|
|
|
|
|
|
|
if (wide) {
|
|
|
|
offset += sizeof(u32);
|
|
|
|
target_offset >>= 32;
|
|
|
|
wide = false;
|
|
|
|
goto repeat;
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
}
|
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
out:
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return target->node.start | UPDATE;
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static u64
|
|
|
|
eb_relocate_entry(struct i915_execbuffer *eb,
|
|
|
|
struct i915_vma *vma,
|
|
|
|
const struct drm_i915_gem_relocation_entry *reloc)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
2017-06-16 22:05:17 +08:00
|
|
|
struct i915_vma *target;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
2010-12-08 18:38:14 +08:00
|
|
|
/* we've already hold a reference to all valid objects */
|
2017-06-16 22:05:17 +08:00
|
|
|
target = eb_get_vma(eb, reloc->target_handle);
|
|
|
|
if (unlikely(!target))
|
2010-11-26 02:00:26 +08:00
|
|
|
return -ENOENT;
|
2012-08-01 06:35:01 +08:00
|
|
|
|
2010-11-26 02:00:26 +08:00
|
|
|
/* Validate that the target is in a valid r/w GPU domain */
|
2010-12-08 18:43:06 +08:00
|
|
|
if (unlikely(reloc->write_domain & (reloc->write_domain - 1))) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("reloc with multiple write domains: "
|
2017-06-16 22:05:17 +08:00
|
|
|
"target %d offset %d "
|
2010-11-26 02:00:26 +08:00
|
|
|
"read %08x write %08x",
|
2017-06-16 22:05:17 +08:00
|
|
|
reloc->target_handle,
|
2010-11-26 02:00:26 +08:00
|
|
|
(int) reloc->offset,
|
|
|
|
reloc->read_domains,
|
|
|
|
reloc->write_domain);
|
2013-12-27 05:39:50 +08:00
|
|
|
return -EINVAL;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
2011-12-14 20:57:27 +08:00
|
|
|
if (unlikely((reloc->write_domain | reloc->read_domains)
|
|
|
|
& ~I915_GEM_GPU_DOMAINS)) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("reloc with read/write non-GPU domains: "
|
2017-06-16 22:05:17 +08:00
|
|
|
"target %d offset %d "
|
2010-11-26 02:00:26 +08:00
|
|
|
"read %08x write %08x",
|
2017-06-16 22:05:17 +08:00
|
|
|
reloc->target_handle,
|
2010-11-26 02:00:26 +08:00
|
|
|
(int) reloc->offset,
|
|
|
|
reloc->read_domains,
|
|
|
|
reloc->write_domain);
|
2013-12-27 05:39:50 +08:00
|
|
|
return -EINVAL;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (reloc->write_domain) {
|
2017-08-16 16:52:06 +08:00
|
|
|
*target->exec_flags |= EXEC_OBJECT_WRITE;
|
2017-06-16 22:05:17 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Sandybridge PPGTT errata: We need a global gtt mapping
|
|
|
|
* for MI and pipe_control writes because the gpu doesn't
|
|
|
|
* properly redirect them through the ppgtt for non_secure
|
|
|
|
* batchbuffers.
|
|
|
|
*/
|
|
|
|
if (reloc->write_domain == I915_GEM_DOMAIN_INSTRUCTION &&
|
|
|
|
IS_GEN6(eb->i915)) {
|
|
|
|
err = i915_vma_bind(target, target->obj->cache_level,
|
|
|
|
PIN_GLOBAL);
|
|
|
|
if (WARN_ONCE(err,
|
|
|
|
"Unexpected failure to bind target VMA!"))
|
|
|
|
return err;
|
|
|
|
}
|
2017-06-16 22:05:17 +08:00
|
|
|
}
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* If the relocation already has the right value in it, no
|
2010-11-26 02:00:26 +08:00
|
|
|
* more work needs to be done.
|
|
|
|
*/
|
2017-06-16 22:05:24 +08:00
|
|
|
if (!DBG_FORCE_RELOC &&
|
|
|
|
gen8_canonical_addr(target->node.start) == reloc->presumed_offset)
|
2010-12-08 18:38:14 +08:00
|
|
|
return 0;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
|
|
|
/* Check that the relocation address is valid... */
|
2013-11-03 12:07:11 +08:00
|
|
|
if (unlikely(reloc->offset >
|
2017-06-16 22:05:17 +08:00
|
|
|
vma->size - (eb->reloc_cache.use_64bit_reloc ? 8 : 4))) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("Relocation beyond object bounds: "
|
2017-06-16 22:05:17 +08:00
|
|
|
"target %d offset %d size %d.\n",
|
|
|
|
reloc->target_handle,
|
|
|
|
(int)reloc->offset,
|
|
|
|
(int)vma->size);
|
2013-12-27 05:39:50 +08:00
|
|
|
return -EINVAL;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
2010-12-08 18:43:06 +08:00
|
|
|
if (unlikely(reloc->offset & 3)) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("Relocation not 4-byte aligned: "
|
2017-06-16 22:05:17 +08:00
|
|
|
"target %d offset %d.\n",
|
|
|
|
reloc->target_handle,
|
|
|
|
(int)reloc->offset);
|
2013-12-27 05:39:50 +08:00
|
|
|
return -EINVAL;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
2017-06-16 22:05:18 +08:00
|
|
|
/*
|
|
|
|
* If we write into the object, we need to force the synchronisation
|
|
|
|
* barrier, either with an asynchronous clflush or if we executed the
|
|
|
|
* patching using the GPU (though that should be serialised by the
|
|
|
|
* timeline). To be completely sure, and since we are required to
|
|
|
|
* do relocations we are already stalling, disable the user's opt
|
2017-08-16 16:52:09 +08:00
|
|
|
* out of our synchronisation.
|
2017-06-16 22:05:18 +08:00
|
|
|
*/
|
2017-08-16 16:52:06 +08:00
|
|
|
*vma->exec_flags &= ~EXEC_OBJECT_ASYNC;
|
2017-06-16 22:05:18 +08:00
|
|
|
|
2010-11-26 02:00:26 +08:00
|
|
|
/* and update the user's relocation entry */
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return relocate_entry(vma, reloc, eb, target);
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int eb_relocate_vma(struct i915_execbuffer *eb, struct i915_vma *vma)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
2012-03-25 04:12:53 +08:00
|
|
|
#define N_RELOC(x) ((x) / sizeof(struct drm_i915_gem_relocation_entry))
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
struct drm_i915_gem_relocation_entry stack[N_RELOC(512)];
|
|
|
|
struct drm_i915_gem_relocation_entry __user *urelocs;
|
2017-08-16 16:52:06 +08:00
|
|
|
const struct drm_i915_gem_exec_object2 *entry = exec_entry(eb, vma);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
unsigned int remain;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
urelocs = u64_to_user_ptr(entry->relocs_ptr);
|
2012-03-25 04:12:53 +08:00
|
|
|
remain = entry->relocation_count;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (unlikely(remain > N_RELOC(ULONG_MAX)))
|
|
|
|
return -EINVAL;
|
2016-10-18 20:02:51 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* We must check that the entire relocation array is safe
|
|
|
|
* to read. However, if the array is not writable the user loses
|
|
|
|
* the updated relocation values.
|
|
|
|
*/
|
2017-07-14 23:12:42 +08:00
|
|
|
if (unlikely(!access_ok(VERIFY_READ, urelocs, remain*sizeof(*urelocs))))
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return -EFAULT;
|
|
|
|
|
|
|
|
do {
|
|
|
|
struct drm_i915_gem_relocation_entry *r = stack;
|
|
|
|
unsigned int count =
|
|
|
|
min_t(unsigned int, remain, ARRAY_SIZE(stack));
|
|
|
|
unsigned int copied;
|
2012-03-25 04:12:53 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* This is the fast path and we cannot handle a pagefault
|
2016-10-18 20:02:51 +08:00
|
|
|
* whilst holding the struct mutex lest the user pass in the
|
|
|
|
* relocations contained within a mmaped bo. For in such a case
|
|
|
|
* we, the page fault handler would call i915_gem_fault() and
|
|
|
|
* we would try to acquire the struct mutex again. Obviously
|
|
|
|
* this is bad and so lockdep complains vehemently.
|
|
|
|
*/
|
|
|
|
pagefault_disable();
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
copied = __copy_from_user_inatomic(r, urelocs, count * sizeof(r[0]));
|
2016-10-18 20:02:51 +08:00
|
|
|
pagefault_enable();
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (unlikely(copied)) {
|
|
|
|
remain = -EFAULT;
|
2016-08-19 00:16:46 +08:00
|
|
|
goto out;
|
|
|
|
}
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
remain -= count;
|
2012-03-25 04:12:53 +08:00
|
|
|
do {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
u64 offset = eb_relocate_entry(eb, vma, r);
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (likely(offset == 0)) {
|
|
|
|
} else if ((s64)offset < 0) {
|
|
|
|
remain = (int)offset;
|
2016-08-19 00:16:46 +08:00
|
|
|
goto out;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
} else {
|
|
|
|
/*
|
|
|
|
* Note that reporting an error now
|
|
|
|
* leaves everything in an inconsistent
|
|
|
|
* state as we have *already* changed
|
|
|
|
* the relocation value inside the
|
|
|
|
* object. As we have not changed the
|
|
|
|
* reloc.presumed_offset or will not
|
|
|
|
* change the execobject.offset, on the
|
|
|
|
* call we may not rewrite the value
|
|
|
|
* inside the object, leaving it
|
|
|
|
* dangling and causing a GPU hang. Unless
|
|
|
|
* userspace dynamically rebuilds the
|
|
|
|
* relocations on each execbuf rather than
|
|
|
|
* presume a static tree.
|
|
|
|
*
|
|
|
|
* We did previously check if the relocations
|
|
|
|
* were writable (access_ok), an error now
|
|
|
|
* would be a strange race with mprotect,
|
|
|
|
* having already demonstrated that we
|
|
|
|
* can read from this userspace address.
|
|
|
|
*/
|
|
|
|
offset = gen8_canonical_addr(offset & ~UPDATE);
|
|
|
|
__put_user(offset,
|
|
|
|
&urelocs[r-stack].presumed_offset);
|
2012-03-25 04:12:53 +08:00
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
} while (r++, --count);
|
|
|
|
urelocs += ARRAY_SIZE(stack);
|
|
|
|
} while (remain);
|
2016-08-19 00:16:46 +08:00
|
|
|
out:
|
2017-06-15 16:14:33 +08:00
|
|
|
reloc_cache_reset(&eb->reloc_cache);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return remain;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb_relocate_vma_slow(struct i915_execbuffer *eb, struct i915_vma *vma)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
const struct drm_i915_gem_exec_object2 *entry = exec_entry(eb, vma);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
struct drm_i915_gem_relocation_entry *relocs =
|
|
|
|
u64_to_ptr(typeof(*relocs), entry->relocs_ptr);
|
|
|
|
unsigned int i;
|
|
|
|
int err;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
|
|
|
for (i = 0; i < entry->relocation_count; i++) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
u64 offset = eb_relocate_entry(eb, vma, &relocs[i]);
|
2011-03-14 23:11:24 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if ((s64)offset < 0) {
|
|
|
|
err = (int)offset;
|
|
|
|
goto err;
|
|
|
|
}
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = 0;
|
|
|
|
err:
|
|
|
|
reloc_cache_reset(&eb->reloc_cache);
|
|
|
|
return err;
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int check_relocations(const struct drm_i915_gem_exec_object2 *entry)
|
2011-12-14 20:57:08 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
const char __user *addr, *end;
|
|
|
|
unsigned long size;
|
|
|
|
char __maybe_unused c;
|
2011-12-14 20:57:08 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
size = entry->relocation_count;
|
|
|
|
if (size == 0)
|
|
|
|
return 0;
|
2012-08-25 02:18:18 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (size > N_RELOC(ULONG_MAX))
|
|
|
|
return -EINVAL;
|
2012-03-22 23:10:00 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
addr = u64_to_user_ptr(entry->relocs_ptr);
|
|
|
|
size *= sizeof(struct drm_i915_gem_relocation_entry);
|
|
|
|
if (!access_ok(VERIFY_READ, addr, size))
|
|
|
|
return -EFAULT;
|
2011-12-14 20:57:08 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
end = addr + size;
|
|
|
|
for (; addr < end; addr += PAGE_SIZE) {
|
|
|
|
int err = __get_user(c, addr);
|
|
|
|
if (err)
|
|
|
|
return err;
|
2013-01-18 05:23:36 +08:00
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return __get_user(c, end - 1);
|
2012-08-25 02:18:18 +08:00
|
|
|
}
|
2011-12-14 20:57:08 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int eb_copy_relocations(const struct i915_execbuffer *eb)
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
const unsigned int count = eb->buffer_count;
|
|
|
|
unsigned int i;
|
|
|
|
int err;
|
2014-08-11 18:00:12 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
for (i = 0; i < count; i++) {
|
|
|
|
const unsigned int nreloc = eb->exec[i].relocation_count;
|
|
|
|
struct drm_i915_gem_relocation_entry __user *urelocs;
|
|
|
|
struct drm_i915_gem_relocation_entry *relocs;
|
|
|
|
unsigned long size;
|
|
|
|
unsigned long copied;
|
2014-08-11 18:00:12 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (nreloc == 0)
|
|
|
|
continue;
|
2014-08-11 18:00:12 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = check_relocations(&eb->exec[i]);
|
|
|
|
if (err)
|
|
|
|
goto err;
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
urelocs = u64_to_user_ptr(eb->exec[i].relocs_ptr);
|
|
|
|
size = nreloc * sizeof(*relocs);
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
|
2017-09-14 07:28:29 +08:00
|
|
|
relocs = kvmalloc_array(size, 1, GFP_KERNEL);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (!relocs) {
|
|
|
|
kvfree(relocs);
|
|
|
|
err = -ENOMEM;
|
|
|
|
goto err;
|
|
|
|
}
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/* copy_from_user is limited to < 4GiB */
|
|
|
|
copied = 0;
|
|
|
|
do {
|
|
|
|
unsigned int len =
|
|
|
|
min_t(u64, BIT_ULL(31), size - copied);
|
|
|
|
|
|
|
|
if (__copy_from_user((char *)relocs + copied,
|
2017-09-02 00:54:34 +08:00
|
|
|
(char __user *)urelocs + copied,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
len)) {
|
|
|
|
kvfree(relocs);
|
|
|
|
err = -EFAULT;
|
|
|
|
goto err;
|
|
|
|
}
|
2016-08-04 23:32:23 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
copied += len;
|
|
|
|
} while (copied < size);
|
2015-12-08 19:55:07 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* As we do not update the known relocation offsets after
|
|
|
|
* relocating (due to the complexities in lock handling),
|
|
|
|
* we need to mark them as invalid now so that we force the
|
|
|
|
* relocation processing next time. Just in case the target
|
|
|
|
* object is evicted and then rebound into its old
|
|
|
|
* presumed_offset before the next execbuffer - if that
|
|
|
|
* happened we would make the mistake of assuming that the
|
|
|
|
* relocations were valid.
|
|
|
|
*/
|
|
|
|
user_access_begin();
|
|
|
|
for (copied = 0; copied < nreloc; copied++)
|
|
|
|
unsafe_put_user(-1,
|
|
|
|
&urelocs[copied].presumed_offset,
|
|
|
|
end_user);
|
|
|
|
end_user:
|
|
|
|
user_access_end();
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->exec[i].relocs_ptr = (uintptr_t)relocs;
|
|
|
|
}
|
drm/i915: Fallback to using CPU relocations for large batch buffers
If the batch buffer is too large to fit into the aperture and we need a
GTT mapping for relocations, we currently fail. This only applies to a
subset of machines for a subset of environments, quite undesirable. We
can simply check after failing to insert the batch into the GTT as to
whether we only need a mappable binding for relocation and, if so, we can
revert to using a non-mappable binding and an alternate relocation
method. However, using relocate_entry_cpu() is excruciatingly slow for
large buffers on non-LLC as the entire buffer requires clflushing before
and after the relocation handling. Alternatively, we can implement a
third relocation method that only clflushes around the relocation entry.
This is still slower than updating through the GTT, so we prefer using
the GTT where possible, but is orders of magnitude faster as we
typically do not have to then clflush the entire buffer.
An alternative idea of using a temporary WC mapping of the backing store
is promising (it should be faster than using the GTT itself), but
requires fairly extensive arch/x86 support - along the lines of
kmap_atomic_prof_pfn() (which is not universally implemented even for
x86).
Testcase: igt/gem_exec_big #pnv,byt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88392
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
[danvet: Add a WARN_ONCE for the impossible reloc case and explain in
a short comment why we want to avoid ping-pong.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2015-01-14 19:20:56 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return 0;
|
2015-10-01 20:33:57 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err:
|
|
|
|
while (i--) {
|
|
|
|
struct drm_i915_gem_relocation_entry *relocs =
|
|
|
|
u64_to_ptr(typeof(*relocs), eb->exec[i].relocs_ptr);
|
|
|
|
if (eb->exec[i].relocation_count)
|
|
|
|
kvfree(relocs);
|
|
|
|
}
|
|
|
|
return err;
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int eb_prefault_relocations(const struct i915_execbuffer *eb)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
const unsigned int count = eb->buffer_count;
|
|
|
|
unsigned int i;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
2017-09-20 03:38:44 +08:00
|
|
|
if (unlikely(i915_modparams.prefault_disable))
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return 0;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
for (i = 0; i < count; i++) {
|
|
|
|
int err;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = check_relocations(&eb->exec[i]);
|
|
|
|
if (err)
|
|
|
|
return err;
|
|
|
|
}
|
2013-11-26 19:23:15 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return 0;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static noinline int eb_relocate_slow(struct i915_execbuffer *eb)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
2017-06-15 16:14:33 +08:00
|
|
|
struct drm_device *dev = &eb->i915->drm;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
bool have_copy = false;
|
drm/i915: Convert execbuf code to use vmas
In order to transition more of our code over to using a VMA instead of
an <OBJ, VM> pair - we must have the vma accessible at execbuf time. Up
until now, we've only had a VMA when actually binding an object.
The previous patch helped handle the distinction on bound vs. unbound.
This patch will help us catch leaks, and other issues before we actually
shuffle a bunch of stuff around.
This attempts to convert all the execbuf code to speak in vmas. Since
the execbuf code is very self contained it was a nice isolated
conversion.
The meat of the code is about turning eb_objects into eb_vma, and then
wiring up the rest of the code to use vmas instead of obj, vm pairs.
Unfortunately, to do this, we must move the exec_list link from the obj
structure. This list is reused in the eviction code, so we must also
modify the eviction code to make this work.
WARNING: This patch makes an already hotly profiled path slower. The cost is
unavoidable. In reply to this mail, I will attach the extra data.
v2: Release table lock early, and two a 2 phase vma lookup to avoid
having to use a GFP_ATOMIC. (Chris)
v3: s/obj_exec_list/obj_exec_link/
Updates to address
commit 6d2b888569d366beb4be72cacfde41adee2c25e1
Author: Chris Wilson <chris@chris-wilson.co.uk>
Date: Wed Aug 7 18:30:54 2013 +0100
drm/i915: List objects allocated from stolen memory in debugfs
v4: Use obj = vma->obj for neatness in some places (Chris)
need_reloc_mappable() should return false if ppgtt (Chris)
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
[danvet: Split out prep patches. Also remove a FIXME comment which is
now taken care of.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2013-08-14 17:38:36 +08:00
|
|
|
struct i915_vma *vma;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err = 0;
|
|
|
|
|
|
|
|
repeat:
|
|
|
|
if (signal_pending(current)) {
|
|
|
|
err = -ERESTARTSYS;
|
|
|
|
goto out;
|
|
|
|
}
|
drm/i915: Convert execbuf code to use vmas
In order to transition more of our code over to using a VMA instead of
an <OBJ, VM> pair - we must have the vma accessible at execbuf time. Up
until now, we've only had a VMA when actually binding an object.
The previous patch helped handle the distinction on bound vs. unbound.
This patch will help us catch leaks, and other issues before we actually
shuffle a bunch of stuff around.
This attempts to convert all the execbuf code to speak in vmas. Since
the execbuf code is very self contained it was a nice isolated
conversion.
The meat of the code is about turning eb_objects into eb_vma, and then
wiring up the rest of the code to use vmas instead of obj, vm pairs.
Unfortunately, to do this, we must move the exec_list link from the obj
structure. This list is reused in the eviction code, so we must also
modify the eviction code to make this work.
WARNING: This patch makes an already hotly profiled path slower. The cost is
unavoidable. In reply to this mail, I will attach the extra data.
v2: Release table lock early, and two a 2 phase vma lookup to avoid
having to use a GFP_ATOMIC. (Chris)
v3: s/obj_exec_list/obj_exec_link/
Updates to address
commit 6d2b888569d366beb4be72cacfde41adee2c25e1
Author: Chris Wilson <chris@chris-wilson.co.uk>
Date: Wed Aug 7 18:30:54 2013 +0100
drm/i915: List objects allocated from stolen memory in debugfs
v4: Use obj = vma->obj for neatness in some places (Chris)
need_reloc_mappable() should return false if ppgtt (Chris)
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
[danvet: Split out prep patches. Also remove a FIXME comment which is
now taken care of.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2013-08-14 17:38:36 +08:00
|
|
|
|
2010-12-08 18:38:14 +08:00
|
|
|
/* We may process another execbuffer during the unlock... */
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb_reset_vmas(eb);
|
2010-11-26 02:00:26 +08:00
|
|
|
mutex_unlock(&dev->struct_mutex);
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* We take 3 passes through the slowpatch.
|
|
|
|
*
|
|
|
|
* 1 - we try to just prefault all the user relocation entries and
|
|
|
|
* then attempt to reuse the atomic pagefault disabled fast path again.
|
|
|
|
*
|
|
|
|
* 2 - we copy the user entries to a local buffer here outside of the
|
|
|
|
* local and allow ourselves to wait upon any rendering before
|
|
|
|
* relocations
|
|
|
|
*
|
|
|
|
* 3 - we already have a local copy of the relocation entries, but
|
|
|
|
* were interrupted (EAGAIN) whilst waiting for the objects, try again.
|
|
|
|
*/
|
|
|
|
if (!err) {
|
|
|
|
err = eb_prefault_relocations(eb);
|
|
|
|
} else if (!have_copy) {
|
|
|
|
err = eb_copy_relocations(eb);
|
|
|
|
have_copy = err == 0;
|
|
|
|
} else {
|
|
|
|
cond_resched();
|
|
|
|
err = 0;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err) {
|
|
|
|
mutex_lock(&dev->struct_mutex);
|
|
|
|
goto out;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
2017-06-16 22:05:22 +08:00
|
|
|
/* A frequent cause for EAGAIN are currently unavailable client pages */
|
|
|
|
flush_workqueue(eb->i915->mm.userptr_wq);
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_mutex_lock_interruptible(dev);
|
|
|
|
if (err) {
|
2010-11-26 02:00:26 +08:00
|
|
|
mutex_lock(&dev->struct_mutex);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
goto out;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
2010-12-08 18:38:14 +08:00
|
|
|
/* reacquire the objects */
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = eb_lookup_vmas(eb);
|
|
|
|
if (err)
|
2013-01-08 18:53:14 +08:00
|
|
|
goto err;
|
2010-12-08 18:38:14 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
GEM_BUG_ON(!eb->batch);
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
list_for_each_entry(vma, &eb->relocs, reloc_link) {
|
|
|
|
if (!have_copy) {
|
|
|
|
pagefault_disable();
|
|
|
|
err = eb_relocate_vma(eb, vma);
|
|
|
|
pagefault_enable();
|
|
|
|
if (err)
|
|
|
|
goto repeat;
|
|
|
|
} else {
|
|
|
|
err = eb_relocate_vma_slow(eb, vma);
|
|
|
|
if (err)
|
|
|
|
goto err;
|
|
|
|
}
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Leave the user relocations as are, this is the painfully slow path,
|
2010-11-26 02:00:26 +08:00
|
|
|
* and we want to avoid the complication of dropping the lock whilst
|
|
|
|
* having buffers reserved in the aperture and so causing spurious
|
|
|
|
* ENOSPC for random operations.
|
|
|
|
*/
|
|
|
|
|
|
|
|
err:
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err == -EAGAIN)
|
|
|
|
goto repeat;
|
|
|
|
|
|
|
|
out:
|
|
|
|
if (have_copy) {
|
|
|
|
const unsigned int count = eb->buffer_count;
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++) {
|
|
|
|
const struct drm_i915_gem_exec_object2 *entry =
|
|
|
|
&eb->exec[i];
|
|
|
|
struct drm_i915_gem_relocation_entry *relocs;
|
|
|
|
|
|
|
|
if (!entry->relocation_count)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
relocs = u64_to_ptr(typeof(*relocs), entry->relocs_ptr);
|
|
|
|
kvfree(relocs);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-07-21 22:50:36 +08:00
|
|
|
return err;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int eb_relocate(struct i915_execbuffer *eb)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (eb_lookup_vmas(eb))
|
|
|
|
goto slow;
|
|
|
|
|
|
|
|
/* The objects are in their final locations, apply the relocations. */
|
|
|
|
if (eb->args->flags & __EXEC_HAS_RELOC) {
|
|
|
|
struct i915_vma *vma;
|
|
|
|
|
|
|
|
list_for_each_entry(vma, &eb->relocs, reloc_link) {
|
|
|
|
if (eb_relocate_vma(eb, vma))
|
|
|
|
goto slow;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
slow:
|
|
|
|
return eb_relocate_slow(eb);
|
|
|
|
}
|
|
|
|
|
2017-06-16 22:05:25 +08:00
|
|
|
static void eb_export_fence(struct i915_vma *vma,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
struct drm_i915_gem_request *req,
|
|
|
|
unsigned int flags)
|
|
|
|
{
|
2017-06-16 22:05:25 +08:00
|
|
|
struct reservation_object *resv = vma->resv;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
|
|
|
/*
|
|
|
|
* Ignore errors from failing to allocate the new fence, we can't
|
|
|
|
* handle an error right now. Worst case should be missed
|
|
|
|
* synchronisation leading to rendering corruption.
|
|
|
|
*/
|
|
|
|
reservation_object_lock(resv, NULL);
|
|
|
|
if (flags & EXEC_OBJECT_WRITE)
|
|
|
|
reservation_object_add_excl_fence(resv, &req->fence);
|
|
|
|
else if (reservation_object_reserve_shared(resv) == 0)
|
|
|
|
reservation_object_add_shared_fence(resv, &req->fence);
|
|
|
|
reservation_object_unlock(resv);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int eb_move_to_gpu(struct i915_execbuffer *eb)
|
|
|
|
{
|
|
|
|
const unsigned int count = eb->buffer_count;
|
|
|
|
unsigned int i;
|
|
|
|
int err;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
for (i = 0; i < count; i++) {
|
2017-08-16 16:52:06 +08:00
|
|
|
unsigned int flags = eb->flags[i];
|
|
|
|
struct i915_vma *vma = eb->vma[i];
|
drm/i915: Convert execbuf code to use vmas
In order to transition more of our code over to using a VMA instead of
an <OBJ, VM> pair - we must have the vma accessible at execbuf time. Up
until now, we've only had a VMA when actually binding an object.
The previous patch helped handle the distinction on bound vs. unbound.
This patch will help us catch leaks, and other issues before we actually
shuffle a bunch of stuff around.
This attempts to convert all the execbuf code to speak in vmas. Since
the execbuf code is very self contained it was a nice isolated
conversion.
The meat of the code is about turning eb_objects into eb_vma, and then
wiring up the rest of the code to use vmas instead of obj, vm pairs.
Unfortunately, to do this, we must move the exec_list link from the obj
structure. This list is reused in the eviction code, so we must also
modify the eviction code to make this work.
WARNING: This patch makes an already hotly profiled path slower. The cost is
unavoidable. In reply to this mail, I will attach the extra data.
v2: Release table lock early, and two a 2 phase vma lookup to avoid
having to use a GFP_ATOMIC. (Chris)
v3: s/obj_exec_list/obj_exec_link/
Updates to address
commit 6d2b888569d366beb4be72cacfde41adee2c25e1
Author: Chris Wilson <chris@chris-wilson.co.uk>
Date: Wed Aug 7 18:30:54 2013 +0100
drm/i915: List objects allocated from stolen memory in debugfs
v4: Use obj = vma->obj for neatness in some places (Chris)
need_reloc_mappable() should return false if ppgtt (Chris)
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
[danvet: Split out prep patches. Also remove a FIXME comment which is
now taken care of.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2013-08-14 17:38:36 +08:00
|
|
|
struct drm_i915_gem_object *obj = vma->obj;
|
2015-04-27 20:41:18 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & EXEC_OBJECT_CAPTURE) {
|
2017-04-15 17:39:02 +08:00
|
|
|
struct i915_gem_capture_list *capture;
|
|
|
|
|
|
|
|
capture = kmalloc(sizeof(*capture), GFP_KERNEL);
|
|
|
|
if (unlikely(!capture))
|
|
|
|
return -ENOMEM;
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
capture->next = eb->request->capture_list;
|
2017-08-16 16:52:06 +08:00
|
|
|
capture->vma = eb->vma[i];
|
2017-06-15 16:14:33 +08:00
|
|
|
eb->request->capture_list = capture;
|
2017-04-15 17:39:02 +08:00
|
|
|
}
|
|
|
|
|
2017-08-11 19:11:16 +08:00
|
|
|
/*
|
|
|
|
* If the GPU is not _reading_ through the CPU cache, we need
|
|
|
|
* to make sure that any writes (both previous GPU writes from
|
|
|
|
* before a change in snooping levels and normal CPU writes)
|
|
|
|
* caught in that cache are flushed to main memory.
|
|
|
|
*
|
|
|
|
* We want to say
|
|
|
|
* obj->cache_dirty &&
|
|
|
|
* !(obj->cache_coherent & I915_BO_CACHE_COHERENT_FOR_READ)
|
|
|
|
* but gcc's optimiser doesn't handle that as well and emits
|
|
|
|
* two jumps instead of one. Maybe one day...
|
|
|
|
*/
|
|
|
|
if (unlikely(obj->cache_dirty & ~obj->cache_coherent)) {
|
2017-07-21 22:50:37 +08:00
|
|
|
if (i915_gem_clflush_object(obj, 0))
|
2017-08-16 16:52:06 +08:00
|
|
|
flags &= ~EXEC_OBJECT_ASYNC;
|
2017-07-21 22:50:37 +08:00
|
|
|
}
|
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (flags & EXEC_OBJECT_ASYNC)
|
|
|
|
continue;
|
2017-01-27 17:40:07 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_gem_request_await_object
|
2017-08-16 16:52:06 +08:00
|
|
|
(eb->request, obj, flags & EXEC_OBJECT_WRITE);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err)
|
|
|
|
return err;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++) {
|
2017-08-16 16:52:06 +08:00
|
|
|
unsigned int flags = eb->flags[i];
|
|
|
|
struct i915_vma *vma = eb->vma[i];
|
|
|
|
|
|
|
|
i915_vma_move_to_active(vma, eb->request, flags);
|
|
|
|
eb_export_fence(vma, eb->request, flags);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
__eb_unreserve_vma(vma, flags);
|
|
|
|
vma->exec_flags = NULL;
|
|
|
|
|
|
|
|
if (unlikely(flags & __EXEC_OBJECT_HAS_REF))
|
2017-06-16 22:05:20 +08:00
|
|
|
i915_vma_put(vma);
|
2011-03-06 21:51:29 +08:00
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->exec = NULL;
|
2011-03-06 21:51:29 +08:00
|
|
|
|
2016-08-19 00:16:40 +08:00
|
|
|
/* Unconditionally flush any chipset caches (for streaming writes). */
|
2017-06-15 16:14:33 +08:00
|
|
|
i915_gem_chipset_flush(eb->i915);
|
2012-07-21 18:25:01 +08:00
|
|
|
|
2016-08-03 05:50:24 +08:00
|
|
|
/* Unconditionally invalidate GPU caches and TLBs. */
|
2017-06-15 16:14:33 +08:00
|
|
|
return eb->engine->emit_flush(eb->request, EMIT_INVALIDATE);
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static bool i915_gem_check_execbuffer(struct drm_i915_gem_execbuffer2 *exec)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
2017-06-15 16:14:33 +08:00
|
|
|
if (exec->flags & __I915_EXEC_ILLEGAL_FLAGS)
|
2013-01-18 05:23:36 +08:00
|
|
|
return false;
|
|
|
|
|
2015-10-06 18:39:55 +08:00
|
|
|
/* Kernel clipping was a DRI1 misfeature */
|
2017-08-15 22:57:33 +08:00
|
|
|
if (!(exec->flags & I915_EXEC_FENCE_ARRAY)) {
|
|
|
|
if (exec->num_cliprects || exec->cliprects_ptr)
|
|
|
|
return false;
|
|
|
|
}
|
2015-10-06 18:39:55 +08:00
|
|
|
|
|
|
|
if (exec->DR4 == 0xffffffff) {
|
|
|
|
DRM_DEBUG("UXA submitting garbage DR4, fixing up\n");
|
|
|
|
exec->DR4 = 0;
|
|
|
|
}
|
|
|
|
if (exec->DR1 || exec->DR4)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if ((exec->batch_start_offset | exec->batch_len) & 0x7)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
2016-08-04 14:52:43 +08:00
|
|
|
void i915_vma_move_to_active(struct i915_vma *vma,
|
|
|
|
struct drm_i915_gem_request *req,
|
|
|
|
unsigned int flags)
|
|
|
|
{
|
|
|
|
struct drm_i915_gem_object *obj = vma->obj;
|
|
|
|
const unsigned int idx = req->engine->id;
|
|
|
|
|
2016-12-18 23:37:18 +08:00
|
|
|
lockdep_assert_held(&req->i915->drm.struct_mutex);
|
2016-08-04 14:52:43 +08:00
|
|
|
GEM_BUG_ON(!drm_mm_node_allocated(&vma->node));
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Add a reference if we're newly entering the active list.
|
2016-08-04 14:52:44 +08:00
|
|
|
* The order in which we add operations to the retirement queue is
|
|
|
|
* vital here: mark_active adds to the start of the callback list,
|
|
|
|
* such that subsequent callbacks are called first. Therefore we
|
|
|
|
* add the active reference first and queue for it to be dropped
|
|
|
|
* *last*.
|
|
|
|
*/
|
drm/i915: Move GEM activity tracking into a common struct reservation_object
In preparation to support many distinct timelines, we need to expand the
activity tracking on the GEM object to handle more than just a request
per engine. We already use the struct reservation_object on the dma-buf
to handle many fence contexts, so integrating that into the GEM object
itself is the preferred solution. (For example, we can now share the same
reservation_object between every consumer/producer using this buffer and
skip the manual import/export via dma-buf.)
v2: Reimplement busy-ioctl (by walking the reservation object), postpone
the ABI change for another day. Similarly use the reservation object to
find the last_write request (if active and from i915) for choosing
display CS flips.
Caveats:
* busy-ioctl: busy-ioctl only reports on the native fences, it will not
warn of stalls (in set-domain-ioctl, pread/pwrite etc) if the object is
being rendered to by external fences. It also will not report the same
busy state as wait-ioctl (or polling on the dma-buf) in the same
circumstances. On the plus side, it does retain reporting of which
*i915* engines are engaged with this object.
* non-blocking atomic modesets take a step backwards as the wait for
render completion blocks the ioctl. This is fixed in a subsequent
patch to use a fence instead for awaiting on the rendering, see
"drm/i915: Restore nonblocking awaits for modesetting"
* dynamic array manipulation for shared-fences in reservation is slower
than the previous lockless static assignment (e.g. gem_exec_lut_handle
runtime on ivb goes from 42s to 66s), mainly due to atomic operations
(maintaining the fence refcounts).
* loss of object-level retirement callbacks, emulated by VMA retirement
tracking.
* minor loss of object-level last activity information from debugfs,
could be replaced with per-vma information if desired
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
Link: http://patchwork.freedesktop.org/patch/msgid/20161028125858.23563-21-chris@chris-wilson.co.uk
2016-10-28 20:58:44 +08:00
|
|
|
if (!i915_vma_is_active(vma))
|
|
|
|
obj->active_count++;
|
|
|
|
i915_vma_set_active(vma, idx);
|
|
|
|
i915_gem_active_set(&vma->last_read[idx], req);
|
|
|
|
list_move_tail(&vma->vm_link, &vma->vm->active_list);
|
2016-08-04 14:52:43 +08:00
|
|
|
|
2017-06-15 20:38:49 +08:00
|
|
|
obj->base.write_domain = 0;
|
2016-08-04 14:52:43 +08:00
|
|
|
if (flags & EXEC_OBJECT_WRITE) {
|
2017-06-15 20:38:49 +08:00
|
|
|
obj->base.write_domain = I915_GEM_DOMAIN_RENDER;
|
|
|
|
|
2016-11-17 03:07:04 +08:00
|
|
|
if (intel_fb_obj_invalidate(obj, ORIGIN_CS))
|
|
|
|
i915_gem_active_set(&obj->frontbuffer_write, req);
|
2016-08-04 14:52:43 +08:00
|
|
|
|
2017-06-15 20:38:49 +08:00
|
|
|
obj->base.read_domains = 0;
|
2016-08-04 14:52:43 +08:00
|
|
|
}
|
2017-06-15 20:38:49 +08:00
|
|
|
obj->base.read_domains |= I915_GEM_GPU_DOMAINS;
|
2016-08-04 14:52:43 +08:00
|
|
|
|
2016-08-19 00:17:00 +08:00
|
|
|
if (flags & EXEC_OBJECT_NEEDS_FENCE)
|
|
|
|
i915_gem_active_set(&vma->last_fence, req);
|
2016-08-04 14:52:43 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int i915_reset_gen7_sol_offsets(struct drm_i915_gem_request *req)
|
2012-01-04 01:23:29 +08:00
|
|
|
{
|
2017-02-14 19:32:42 +08:00
|
|
|
u32 *cs;
|
|
|
|
int i;
|
2012-01-04 01:23:29 +08:00
|
|
|
|
2016-08-03 05:50:18 +08:00
|
|
|
if (!IS_GEN7(req->i915) || req->engine->id != RCS) {
|
2014-04-24 14:09:09 +08:00
|
|
|
DRM_DEBUG("sol reset is gen7/rcs only\n");
|
|
|
|
return -EINVAL;
|
|
|
|
}
|
2012-01-04 01:23:29 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
cs = intel_ring_begin(req, 4 * 2 + 2);
|
2017-02-14 19:32:42 +08:00
|
|
|
if (IS_ERR(cs))
|
|
|
|
return PTR_ERR(cs);
|
2012-01-04 01:23:29 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
*cs++ = MI_LOAD_REGISTER_IMM(4);
|
2012-01-04 01:23:29 +08:00
|
|
|
for (i = 0; i < 4; i++) {
|
2017-02-14 19:32:42 +08:00
|
|
|
*cs++ = i915_mmio_reg_offset(GEN7_SO_WRITE_OFFSET(i));
|
|
|
|
*cs++ = 0;
|
2012-01-04 01:23:29 +08:00
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
*cs++ = MI_NOOP;
|
2017-02-14 19:32:42 +08:00
|
|
|
intel_ring_advance(req, cs);
|
2012-01-04 01:23:29 +08:00
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
static struct i915_vma *eb_parse(struct i915_execbuffer *eb, bool is_master)
|
2014-12-12 04:13:12 +08:00
|
|
|
{
|
|
|
|
struct drm_i915_gem_object *shadow_batch_obj;
|
2015-01-14 19:20:57 +08:00
|
|
|
struct i915_vma *vma;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
2014-12-12 04:13:12 +08:00
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
shadow_batch_obj = i915_gem_batch_pool_get(&eb->engine->batch_pool,
|
|
|
|
PAGE_ALIGN(eb->batch_len));
|
2014-12-12 04:13:12 +08:00
|
|
|
if (IS_ERR(shadow_batch_obj))
|
2016-08-04 23:32:31 +08:00
|
|
|
return ERR_CAST(shadow_batch_obj);
|
2014-12-12 04:13:12 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = intel_engine_cmd_parser(eb->engine,
|
2017-06-15 16:14:33 +08:00
|
|
|
eb->batch->obj,
|
2016-07-27 16:07:26 +08:00
|
|
|
shadow_batch_obj,
|
2017-06-15 16:14:33 +08:00
|
|
|
eb->batch_start_offset,
|
|
|
|
eb->batch_len,
|
2016-07-27 16:07:26 +08:00
|
|
|
is_master);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err) {
|
|
|
|
if (err == -EACCES) /* unhandled chained batch */
|
2016-08-15 17:49:06 +08:00
|
|
|
vma = NULL;
|
|
|
|
else
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
vma = ERR_PTR(err);
|
2016-08-15 17:49:06 +08:00
|
|
|
goto out;
|
|
|
|
}
|
2014-12-12 04:13:12 +08:00
|
|
|
|
2016-08-15 17:49:06 +08:00
|
|
|
vma = i915_gem_object_ggtt_pin(shadow_batch_obj, NULL, 0, 0, 0);
|
|
|
|
if (IS_ERR(vma))
|
|
|
|
goto out;
|
2015-04-07 23:20:35 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
eb->vma[eb->buffer_count] = i915_vma_get(vma);
|
|
|
|
eb->flags[eb->buffer_count] =
|
|
|
|
__EXEC_OBJECT_HAS_PIN | __EXEC_OBJECT_HAS_REF;
|
|
|
|
vma->exec_flags = &eb->flags[eb->buffer_count];
|
|
|
|
eb->buffer_count++;
|
2014-12-12 04:13:12 +08:00
|
|
|
|
2016-08-15 17:49:06 +08:00
|
|
|
out:
|
2015-04-07 23:20:35 +08:00
|
|
|
i915_gem_object_unpin_pages(shadow_batch_obj);
|
2016-08-15 17:49:06 +08:00
|
|
|
return vma;
|
2014-12-12 04:13:12 +08:00
|
|
|
}
|
2014-09-06 17:28:27 +08:00
|
|
|
|
2017-03-02 20:25:25 +08:00
|
|
|
static void
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
add_to_client(struct drm_i915_gem_request *req, struct drm_file *file)
|
2017-03-02 20:25:25 +08:00
|
|
|
{
|
|
|
|
req->file_priv = file->driver_priv;
|
|
|
|
list_add_tail(&req->client_link, &req->file_priv->mm.request_list);
|
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
static int eb_submit(struct i915_execbuffer *eb)
|
2014-07-03 23:28:05 +08:00
|
|
|
{
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
2014-07-03 23:28:05 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = eb_move_to_gpu(eb);
|
|
|
|
if (err)
|
|
|
|
return err;
|
2014-07-03 23:28:05 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_switch_context(eb->request);
|
|
|
|
if (err)
|
|
|
|
return err;
|
2014-07-03 23:28:05 +08:00
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
if (eb->args->flags & I915_EXEC_GEN7_SOL_RESET) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_reset_gen7_sol_offsets(eb->request);
|
|
|
|
if (err)
|
|
|
|
return err;
|
2014-07-03 23:28:05 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = eb->engine->emit_bb_start(eb->request,
|
2017-06-15 16:14:33 +08:00
|
|
|
eb->batch->node.start +
|
|
|
|
eb->batch_start_offset,
|
|
|
|
eb->batch_len,
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb->batch_flags);
|
|
|
|
if (err)
|
|
|
|
return err;
|
2014-07-03 23:28:05 +08:00
|
|
|
|
2015-10-06 18:39:55 +08:00
|
|
|
return 0;
|
2014-07-03 23:28:05 +08:00
|
|
|
}
|
|
|
|
|
2014-04-17 10:37:40 +08:00
|
|
|
/**
|
|
|
|
* Find one BSD ring to dispatch the corresponding BSD command.
|
2016-07-27 16:07:27 +08:00
|
|
|
* The engine index is returned.
|
2014-04-17 10:37:40 +08:00
|
|
|
*/
|
2016-01-15 23:12:50 +08:00
|
|
|
static unsigned int
|
2016-07-27 16:07:27 +08:00
|
|
|
gen8_dispatch_bsd_engine(struct drm_i915_private *dev_priv,
|
|
|
|
struct drm_file *file)
|
2014-04-17 10:37:40 +08:00
|
|
|
{
|
|
|
|
struct drm_i915_file_private *file_priv = file->driver_priv;
|
|
|
|
|
2016-01-15 23:12:50 +08:00
|
|
|
/* Check whether the file_priv has already selected one ring. */
|
2016-09-01 19:58:21 +08:00
|
|
|
if ((int)file_priv->bsd_engine < 0)
|
|
|
|
file_priv->bsd_engine = atomic_fetch_xor(1,
|
|
|
|
&dev_priv->mm.bsd_engine_dispatch_index);
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
|
2016-07-27 16:07:27 +08:00
|
|
|
return file_priv->bsd_engine;
|
drm/i915: Prevent negative relocation deltas from wrapping
This is pure evil. Userspace, I'm looking at you SNA, repacks batch
buffers on the fly after generation as they are being passed to the
kernel for execution. These batches also contain self-referenced
relocations as a single buffer encompasses the state commands, kernels,
vertices and sampler. During generation the buffers are placed at known
offsets within the full batch, and then the relocation deltas (as passed
to the kernel) are tweaked as the batch is repacked into a smaller buffer.
This means that userspace is passing negative relocations deltas, which
subsequently wrap to large values if the batch is at a low address. The
GPU hangs when it then tries to use the large value as a base for its
address offsets, rather than wrapping back to the real value (as one
would hope). As the GPU uses positive offsets from the base, we can
treat the relocation address as the minimum address read by the GPU.
For the upper bound, we trust that userspace will not read beyond the
end of the buffer.
So, how do we fix negative relocations from wrapping? We can either
check that every relocation looks valid when we write it, and then
position each object such that we prevent the offset wraparound, or we
just special-case the self-referential behaviour of SNA and force all
batches to be above 256k. Daniel prefers the latter approach.
This fixes a GPU hang when it tries to use an address (relocation +
offset) greater than the GTT size. The issue would occur quite easily
with full-ppgtt as each fd gets its own VM space, so low offsets would
often be handed out. However, with the rearrangement of the low GTT due
to capturing the BIOS framebuffer, it is already affecting kernels 3.15
onwards. I think only IVB+ is susceptible to this bug, but the workaround
should only kick in rarely, so it seems sensible to always apply it.
v3: Use a bias for batch buffers to prevent small negative delta relocations
from wrapping.
v4 from Daniel:
- s/BIAS/BATCH_OFFSET_BIAS/
- Extract eb_vma_misplaced/i915_vma_misplaced since the conditions
were growing rather cumbersome.
- Add a comment to eb_get_batch explaining why we do this.
- Apply the batch offset bias everywhere but mention that we've only
observed it on gen7 gpus.
- Drop PIN_OFFSET_FIX for now, that slipped in from a feature patch.
v5: Add static to eb_get_batch, spotted by 0-day tester.
Testcase: igt/gem_bad_reloc
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78533
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v3)
Cc: stable@vger.kernel.org
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2014-05-23 14:48:08 +08:00
|
|
|
}
|
|
|
|
|
2016-01-15 23:12:50 +08:00
|
|
|
#define I915_USER_RINGS (4)
|
|
|
|
|
2016-03-16 19:00:40 +08:00
|
|
|
static const enum intel_engine_id user_ring_map[I915_USER_RINGS + 1] = {
|
2016-01-15 23:12:50 +08:00
|
|
|
[I915_EXEC_DEFAULT] = RCS,
|
|
|
|
[I915_EXEC_RENDER] = RCS,
|
|
|
|
[I915_EXEC_BLT] = BCS,
|
|
|
|
[I915_EXEC_BSD] = VCS,
|
|
|
|
[I915_EXEC_VEBOX] = VECS
|
|
|
|
};
|
|
|
|
|
2016-07-21 01:16:07 +08:00
|
|
|
static struct intel_engine_cs *
|
|
|
|
eb_select_engine(struct drm_i915_private *dev_priv,
|
|
|
|
struct drm_file *file,
|
|
|
|
struct drm_i915_gem_execbuffer2 *args)
|
2016-01-15 23:12:50 +08:00
|
|
|
{
|
|
|
|
unsigned int user_ring_id = args->flags & I915_EXEC_RING_MASK;
|
2016-07-21 01:16:07 +08:00
|
|
|
struct intel_engine_cs *engine;
|
2016-01-15 23:12:50 +08:00
|
|
|
|
|
|
|
if (user_ring_id > I915_USER_RINGS) {
|
|
|
|
DRM_DEBUG("execbuf with unknown ring: %u\n", user_ring_id);
|
2016-07-21 01:16:07 +08:00
|
|
|
return NULL;
|
2016-01-15 23:12:50 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((user_ring_id != I915_EXEC_BSD) &&
|
|
|
|
((args->flags & I915_EXEC_BSD_MASK) != 0)) {
|
|
|
|
DRM_DEBUG("execbuf with non bsd ring but with invalid "
|
|
|
|
"bsd dispatch flags: %d\n", (int)(args->flags));
|
2016-07-21 01:16:07 +08:00
|
|
|
return NULL;
|
2016-01-15 23:12:50 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
if (user_ring_id == I915_EXEC_BSD && HAS_BSD2(dev_priv)) {
|
|
|
|
unsigned int bsd_idx = args->flags & I915_EXEC_BSD_MASK;
|
|
|
|
|
|
|
|
if (bsd_idx == I915_EXEC_BSD_DEFAULT) {
|
2016-07-27 16:07:27 +08:00
|
|
|
bsd_idx = gen8_dispatch_bsd_engine(dev_priv, file);
|
2016-01-15 23:12:50 +08:00
|
|
|
} else if (bsd_idx >= I915_EXEC_BSD_RING1 &&
|
|
|
|
bsd_idx <= I915_EXEC_BSD_RING2) {
|
2016-01-27 21:41:09 +08:00
|
|
|
bsd_idx >>= I915_EXEC_BSD_SHIFT;
|
2016-01-15 23:12:50 +08:00
|
|
|
bsd_idx--;
|
|
|
|
} else {
|
|
|
|
DRM_DEBUG("execbuf with unknown bsd ring: %u\n",
|
|
|
|
bsd_idx);
|
2016-07-21 01:16:07 +08:00
|
|
|
return NULL;
|
2016-01-15 23:12:50 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Allocate intel_engine_cs structure only for the enabled engines
With the possibility of addition of many more number of rings in future,
the drm_i915_private structure could bloat as an array, of type
intel_engine_cs, is embedded inside it.
struct intel_engine_cs engine[I915_NUM_ENGINES];
Though this is still fine as generally there is only a single instance of
drm_i915_private structure used, but not all of the possible rings would be
enabled or active on most of the platforms. Some memory can be saved by
allocating intel_engine_cs structure only for the enabled/active engines.
Currently the engine/ring ID is kept static and dev_priv->engine[] is simply
indexed using the enums defined in intel_engine_id.
To save memory and continue using the static engine/ring IDs, 'engine' is
defined as an array of pointers.
struct intel_engine_cs *engine[I915_NUM_ENGINES];
dev_priv->engine[engine_ID] will be NULL for disabled engine instances.
There is a text size reduction of 928 bytes, from 1028200 to 1027272, for
i915.o file (but for i915.ko file text size remain same as 1193131 bytes).
v2:
- Remove the engine iterator field added in drm_i915_private structure,
instead pass a local iterator variable to the for_each_engine**
macros. (Chris)
- Do away with intel_engine_initialized() and instead directly use the
NULL pointer check on engine pointer. (Chris)
v3:
- Remove for_each_engine_id() macro, as the updated macro for_each_engine()
can be used in place of it. (Chris)
- Protect the access to Render engine Fault register with a NULL check, as
engine specific init is done later in Driver load sequence.
v4:
- Use !!dev_priv->engine[VCS] style for the engine check in getparam. (Chris)
- Kill the superfluous init_engine_lists().
v5:
- Cleanup the intel_engines_init() & intel_engines_setup(), with respect to
allocation of intel_engine_cs structure. (Chris)
v6:
- Rebase.
v7:
- Optimize the for_each_engine_masked() macro. (Chris)
- Change the type of 'iter' local variable to enum intel_engine_id. (Chris)
- Rebase.
v8: Rebase.
v9: Rebase.
v10:
- For index calculation use engine ID instead of pointer based arithmetic in
intel_engine_sync_index() as engine pointers are not contiguous now (Chris)
- For appropriateness, rename local enum variable 'iter' to 'id'. (Joonas)
- Use for_each_engine macro for cleanup in intel_engines_init() and remove
check for NULL engine pointer in cleanup() routines. (Joonas)
v11: Rebase.
Cc: Chris Wilson <chris@chris-wilson.co.uk>
Signed-off-by: Akash Goel <akash.goel@intel.com>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@intel.com>
Link: http://patchwork.freedesktop.org/patch/msgid/1476378888-7372-1-git-send-email-akash.goel@intel.com
2016-10-14 01:14:48 +08:00
|
|
|
engine = dev_priv->engine[_VCS(bsd_idx)];
|
2016-01-15 23:12:50 +08:00
|
|
|
} else {
|
drm/i915: Allocate intel_engine_cs structure only for the enabled engines
With the possibility of addition of many more number of rings in future,
the drm_i915_private structure could bloat as an array, of type
intel_engine_cs, is embedded inside it.
struct intel_engine_cs engine[I915_NUM_ENGINES];
Though this is still fine as generally there is only a single instance of
drm_i915_private structure used, but not all of the possible rings would be
enabled or active on most of the platforms. Some memory can be saved by
allocating intel_engine_cs structure only for the enabled/active engines.
Currently the engine/ring ID is kept static and dev_priv->engine[] is simply
indexed using the enums defined in intel_engine_id.
To save memory and continue using the static engine/ring IDs, 'engine' is
defined as an array of pointers.
struct intel_engine_cs *engine[I915_NUM_ENGINES];
dev_priv->engine[engine_ID] will be NULL for disabled engine instances.
There is a text size reduction of 928 bytes, from 1028200 to 1027272, for
i915.o file (but for i915.ko file text size remain same as 1193131 bytes).
v2:
- Remove the engine iterator field added in drm_i915_private structure,
instead pass a local iterator variable to the for_each_engine**
macros. (Chris)
- Do away with intel_engine_initialized() and instead directly use the
NULL pointer check on engine pointer. (Chris)
v3:
- Remove for_each_engine_id() macro, as the updated macro for_each_engine()
can be used in place of it. (Chris)
- Protect the access to Render engine Fault register with a NULL check, as
engine specific init is done later in Driver load sequence.
v4:
- Use !!dev_priv->engine[VCS] style for the engine check in getparam. (Chris)
- Kill the superfluous init_engine_lists().
v5:
- Cleanup the intel_engines_init() & intel_engines_setup(), with respect to
allocation of intel_engine_cs structure. (Chris)
v6:
- Rebase.
v7:
- Optimize the for_each_engine_masked() macro. (Chris)
- Change the type of 'iter' local variable to enum intel_engine_id. (Chris)
- Rebase.
v8: Rebase.
v9: Rebase.
v10:
- For index calculation use engine ID instead of pointer based arithmetic in
intel_engine_sync_index() as engine pointers are not contiguous now (Chris)
- For appropriateness, rename local enum variable 'iter' to 'id'. (Joonas)
- Use for_each_engine macro for cleanup in intel_engines_init() and remove
check for NULL engine pointer in cleanup() routines. (Joonas)
v11: Rebase.
Cc: Chris Wilson <chris@chris-wilson.co.uk>
Signed-off-by: Akash Goel <akash.goel@intel.com>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@intel.com>
Link: http://patchwork.freedesktop.org/patch/msgid/1476378888-7372-1-git-send-email-akash.goel@intel.com
2016-10-14 01:14:48 +08:00
|
|
|
engine = dev_priv->engine[user_ring_map[user_ring_id]];
|
2016-01-15 23:12:50 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Allocate intel_engine_cs structure only for the enabled engines
With the possibility of addition of many more number of rings in future,
the drm_i915_private structure could bloat as an array, of type
intel_engine_cs, is embedded inside it.
struct intel_engine_cs engine[I915_NUM_ENGINES];
Though this is still fine as generally there is only a single instance of
drm_i915_private structure used, but not all of the possible rings would be
enabled or active on most of the platforms. Some memory can be saved by
allocating intel_engine_cs structure only for the enabled/active engines.
Currently the engine/ring ID is kept static and dev_priv->engine[] is simply
indexed using the enums defined in intel_engine_id.
To save memory and continue using the static engine/ring IDs, 'engine' is
defined as an array of pointers.
struct intel_engine_cs *engine[I915_NUM_ENGINES];
dev_priv->engine[engine_ID] will be NULL for disabled engine instances.
There is a text size reduction of 928 bytes, from 1028200 to 1027272, for
i915.o file (but for i915.ko file text size remain same as 1193131 bytes).
v2:
- Remove the engine iterator field added in drm_i915_private structure,
instead pass a local iterator variable to the for_each_engine**
macros. (Chris)
- Do away with intel_engine_initialized() and instead directly use the
NULL pointer check on engine pointer. (Chris)
v3:
- Remove for_each_engine_id() macro, as the updated macro for_each_engine()
can be used in place of it. (Chris)
- Protect the access to Render engine Fault register with a NULL check, as
engine specific init is done later in Driver load sequence.
v4:
- Use !!dev_priv->engine[VCS] style for the engine check in getparam. (Chris)
- Kill the superfluous init_engine_lists().
v5:
- Cleanup the intel_engines_init() & intel_engines_setup(), with respect to
allocation of intel_engine_cs structure. (Chris)
v6:
- Rebase.
v7:
- Optimize the for_each_engine_masked() macro. (Chris)
- Change the type of 'iter' local variable to enum intel_engine_id. (Chris)
- Rebase.
v8: Rebase.
v9: Rebase.
v10:
- For index calculation use engine ID instead of pointer based arithmetic in
intel_engine_sync_index() as engine pointers are not contiguous now (Chris)
- For appropriateness, rename local enum variable 'iter' to 'id'. (Joonas)
- Use for_each_engine macro for cleanup in intel_engines_init() and remove
check for NULL engine pointer in cleanup() routines. (Joonas)
v11: Rebase.
Cc: Chris Wilson <chris@chris-wilson.co.uk>
Signed-off-by: Akash Goel <akash.goel@intel.com>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@intel.com>
Link: http://patchwork.freedesktop.org/patch/msgid/1476378888-7372-1-git-send-email-akash.goel@intel.com
2016-10-14 01:14:48 +08:00
|
|
|
if (!engine) {
|
2016-01-15 23:12:50 +08:00
|
|
|
DRM_DEBUG("execbuf with invalid ring: %u\n", user_ring_id);
|
2016-07-21 01:16:07 +08:00
|
|
|
return NULL;
|
2016-01-15 23:12:50 +08:00
|
|
|
}
|
|
|
|
|
2016-07-21 01:16:07 +08:00
|
|
|
return engine;
|
2016-01-15 23:12:50 +08:00
|
|
|
}
|
|
|
|
|
2017-08-15 22:57:33 +08:00
|
|
|
static void
|
|
|
|
__free_fence_array(struct drm_syncobj **fences, unsigned int n)
|
|
|
|
{
|
|
|
|
while (n--)
|
|
|
|
drm_syncobj_put(ptr_mask_bits(fences[n], 2));
|
|
|
|
kvfree(fences);
|
|
|
|
}
|
|
|
|
|
|
|
|
static struct drm_syncobj **
|
|
|
|
get_fence_array(struct drm_i915_gem_execbuffer2 *args,
|
|
|
|
struct drm_file *file)
|
|
|
|
{
|
|
|
|
const unsigned int nfences = args->num_cliprects;
|
|
|
|
struct drm_i915_gem_exec_fence __user *user;
|
|
|
|
struct drm_syncobj **fences;
|
|
|
|
unsigned int n;
|
|
|
|
int err;
|
|
|
|
|
|
|
|
if (!(args->flags & I915_EXEC_FENCE_ARRAY))
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
if (nfences > SIZE_MAX / sizeof(*fences))
|
|
|
|
return ERR_PTR(-EINVAL);
|
|
|
|
|
|
|
|
user = u64_to_user_ptr(args->cliprects_ptr);
|
|
|
|
if (!access_ok(VERIFY_READ, user, nfences * 2 * sizeof(u32)))
|
|
|
|
return ERR_PTR(-EFAULT);
|
|
|
|
|
|
|
|
fences = kvmalloc_array(args->num_cliprects, sizeof(*fences),
|
2017-09-14 07:28:29 +08:00
|
|
|
__GFP_NOWARN | GFP_KERNEL);
|
2017-08-15 22:57:33 +08:00
|
|
|
if (!fences)
|
|
|
|
return ERR_PTR(-ENOMEM);
|
|
|
|
|
|
|
|
for (n = 0; n < nfences; n++) {
|
|
|
|
struct drm_i915_gem_exec_fence fence;
|
|
|
|
struct drm_syncobj *syncobj;
|
|
|
|
|
|
|
|
if (__copy_from_user(&fence, user++, sizeof(fence))) {
|
|
|
|
err = -EFAULT;
|
|
|
|
goto err;
|
|
|
|
}
|
|
|
|
|
2017-10-31 18:23:25 +08:00
|
|
|
if (fence.flags & __I915_EXEC_FENCE_UNKNOWN_FLAGS) {
|
|
|
|
err = -EINVAL;
|
|
|
|
goto err;
|
|
|
|
}
|
|
|
|
|
2017-08-15 22:57:33 +08:00
|
|
|
syncobj = drm_syncobj_find(file, fence.handle);
|
|
|
|
if (!syncobj) {
|
|
|
|
DRM_DEBUG("Invalid syncobj handle provided\n");
|
|
|
|
err = -ENOENT;
|
|
|
|
goto err;
|
|
|
|
}
|
|
|
|
|
2017-10-31 18:23:25 +08:00
|
|
|
BUILD_BUG_ON(~(ARCH_KMALLOC_MINALIGN - 1) &
|
|
|
|
~__I915_EXEC_FENCE_UNKNOWN_FLAGS);
|
|
|
|
|
2017-08-15 22:57:33 +08:00
|
|
|
fences[n] = ptr_pack_bits(syncobj, fence.flags, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
return fences;
|
|
|
|
|
|
|
|
err:
|
|
|
|
__free_fence_array(fences, n);
|
|
|
|
return ERR_PTR(err);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
put_fence_array(struct drm_i915_gem_execbuffer2 *args,
|
|
|
|
struct drm_syncobj **fences)
|
|
|
|
{
|
|
|
|
if (fences)
|
|
|
|
__free_fence_array(fences, args->num_cliprects);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
await_fence_array(struct i915_execbuffer *eb,
|
|
|
|
struct drm_syncobj **fences)
|
|
|
|
{
|
|
|
|
const unsigned int nfences = eb->args->num_cliprects;
|
|
|
|
unsigned int n;
|
|
|
|
int err;
|
|
|
|
|
|
|
|
for (n = 0; n < nfences; n++) {
|
|
|
|
struct drm_syncobj *syncobj;
|
|
|
|
struct dma_fence *fence;
|
|
|
|
unsigned int flags;
|
|
|
|
|
|
|
|
syncobj = ptr_unpack_bits(fences[n], &flags, 2);
|
|
|
|
if (!(flags & I915_EXEC_FENCE_WAIT))
|
|
|
|
continue;
|
|
|
|
|
2017-08-26 01:52:21 +08:00
|
|
|
fence = drm_syncobj_fence_get(syncobj);
|
2017-08-15 22:57:33 +08:00
|
|
|
if (!fence)
|
|
|
|
return -EINVAL;
|
|
|
|
|
|
|
|
err = i915_gem_request_await_dma_fence(eb->request, fence);
|
|
|
|
dma_fence_put(fence);
|
|
|
|
if (err < 0)
|
|
|
|
return err;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
signal_fence_array(struct i915_execbuffer *eb,
|
|
|
|
struct drm_syncobj **fences)
|
|
|
|
{
|
|
|
|
const unsigned int nfences = eb->args->num_cliprects;
|
|
|
|
struct dma_fence * const fence = &eb->request->fence;
|
|
|
|
unsigned int n;
|
|
|
|
|
|
|
|
for (n = 0; n < nfences; n++) {
|
|
|
|
struct drm_syncobj *syncobj;
|
|
|
|
unsigned int flags;
|
|
|
|
|
|
|
|
syncobj = ptr_unpack_bits(fences[n], &flags, 2);
|
|
|
|
if (!(flags & I915_EXEC_FENCE_SIGNAL))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
drm_syncobj_replace_fence(syncobj, fence);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-11-26 02:00:26 +08:00
|
|
|
static int
|
2017-06-15 16:14:33 +08:00
|
|
|
i915_gem_do_execbuffer(struct drm_device *dev,
|
2010-11-26 02:00:26 +08:00
|
|
|
struct drm_file *file,
|
|
|
|
struct drm_i915_gem_execbuffer2 *args,
|
2017-08-15 22:57:33 +08:00
|
|
|
struct drm_i915_gem_exec_object2 *exec,
|
|
|
|
struct drm_syncobj **fences)
|
2010-11-26 02:00:26 +08:00
|
|
|
{
|
2017-06-15 16:14:33 +08:00
|
|
|
struct i915_execbuffer eb;
|
2017-01-27 17:40:08 +08:00
|
|
|
struct dma_fence *in_fence = NULL;
|
|
|
|
struct sync_file *out_fence = NULL;
|
|
|
|
int out_fence_fd = -1;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
2010-11-26 03:32:06 +08:00
|
|
|
|
2017-09-21 19:01:35 +08:00
|
|
|
BUILD_BUG_ON(__EXEC_INTERNAL_FLAGS & ~__I915_EXEC_ILLEGAL_FLAGS);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
BUILD_BUG_ON(__EXEC_OBJECT_INTERNAL_FLAGS &
|
|
|
|
~__EXEC_OBJECT_UNKNOWN_FLAGS);
|
2010-11-26 02:00:26 +08:00
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.i915 = to_i915(dev);
|
|
|
|
eb.file = file;
|
|
|
|
eb.args = args;
|
2017-06-16 22:05:24 +08:00
|
|
|
if (DBG_FORCE_RELOC || !(args->flags & I915_EXEC_NO_RELOC))
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
args->flags |= __EXEC_HAS_RELOC;
|
2017-08-16 16:52:06 +08:00
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.exec = exec;
|
2017-08-16 16:52:07 +08:00
|
|
|
eb.vma = (struct i915_vma **)(exec + args->buffer_count + 1);
|
|
|
|
eb.vma[0] = NULL;
|
2017-08-16 16:52:06 +08:00
|
|
|
eb.flags = (unsigned int *)(eb.vma + args->buffer_count + 1);
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb.invalid_flags = __EXEC_OBJECT_UNKNOWN_FLAGS;
|
|
|
|
if (USES_FULL_PPGTT(eb.i915))
|
|
|
|
eb.invalid_flags |= EXEC_OBJECT_NEEDS_GTT;
|
2017-06-15 16:14:33 +08:00
|
|
|
reloc_cache_init(&eb.reloc_cache, eb.i915);
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb.buffer_count = args->buffer_count;
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.batch_start_offset = args->batch_start_offset;
|
|
|
|
eb.batch_len = args->batch_len;
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb.batch_flags = 0;
|
2012-10-17 19:09:54 +08:00
|
|
|
if (args->flags & I915_EXEC_SECURE) {
|
2016-06-21 16:54:20 +08:00
|
|
|
if (!drm_is_current_master(file) || !capable(CAP_SYS_ADMIN))
|
2012-10-17 19:09:54 +08:00
|
|
|
return -EPERM;
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb.batch_flags |= I915_DISPATCH_SECURE;
|
2012-10-17 19:09:54 +08:00
|
|
|
}
|
2012-12-17 23:21:27 +08:00
|
|
|
if (args->flags & I915_EXEC_IS_PINNED)
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb.batch_flags |= I915_DISPATCH_PINNED;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.engine = eb_select_engine(eb.i915, file, args);
|
|
|
|
if (!eb.engine)
|
2010-11-26 02:00:26 +08:00
|
|
|
return -EINVAL;
|
|
|
|
|
2015-07-01 15:12:23 +08:00
|
|
|
if (args->flags & I915_EXEC_RESOURCE_STREAMER) {
|
2017-06-15 16:14:33 +08:00
|
|
|
if (!HAS_RESOURCE_STREAMER(eb.i915)) {
|
2015-07-01 15:12:23 +08:00
|
|
|
DRM_DEBUG("RS is only allowed for Haswell, Gen8 and above\n");
|
|
|
|
return -EINVAL;
|
|
|
|
}
|
2017-06-15 16:14:33 +08:00
|
|
|
if (eb.engine->id != RCS) {
|
2015-07-01 15:12:23 +08:00
|
|
|
DRM_DEBUG("RS is not available on %s\n",
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.engine->name);
|
2015-07-01 15:12:23 +08:00
|
|
|
return -EINVAL;
|
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb.batch_flags |= I915_DISPATCH_RS;
|
2015-07-01 15:12:23 +08:00
|
|
|
}
|
|
|
|
|
2017-01-27 17:40:08 +08:00
|
|
|
if (args->flags & I915_EXEC_FENCE_IN) {
|
|
|
|
in_fence = sync_file_get_fence(lower_32_bits(args->rsvd2));
|
2017-02-04 06:45:29 +08:00
|
|
|
if (!in_fence)
|
|
|
|
return -EINVAL;
|
2017-01-27 17:40:08 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
if (args->flags & I915_EXEC_FENCE_OUT) {
|
|
|
|
out_fence_fd = get_unused_fd_flags(O_CLOEXEC);
|
|
|
|
if (out_fence_fd < 0) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = out_fence_fd;
|
2017-02-04 06:45:29 +08:00
|
|
|
goto err_in_fence;
|
2017-01-27 17:40:08 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-06-29 23:04:25 +08:00
|
|
|
err = eb_create(&eb);
|
|
|
|
if (err)
|
|
|
|
goto err_out_fence;
|
|
|
|
|
|
|
|
GEM_BUG_ON(!eb.lut_size);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
2017-06-20 19:05:47 +08:00
|
|
|
err = eb_select_context(&eb);
|
|
|
|
if (unlikely(err))
|
|
|
|
goto err_destroy;
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Take a local wakeref for preparing to dispatch the execbuf as
|
2016-07-04 15:08:31 +08:00
|
|
|
* we expect to access the hardware fairly frequently in the
|
|
|
|
* process. Upon first dispatch, we acquire another prolonged
|
|
|
|
* wakeref that we hold until the GPU has been idle for at least
|
|
|
|
* 100ms.
|
|
|
|
*/
|
2017-06-15 16:14:33 +08:00
|
|
|
intel_runtime_pm_get(eb.i915);
|
2017-06-20 19:05:47 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_mutex_lock_interruptible(dev);
|
|
|
|
if (err)
|
|
|
|
goto err_rpm;
|
2013-11-28 04:20:34 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = eb_relocate(&eb);
|
2017-07-21 22:50:36 +08:00
|
|
|
if (err) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* If the user expects the execobject.offset and
|
|
|
|
* reloc.presumed_offset to be an exact match,
|
|
|
|
* as for using NO_RELOC, then we cannot update
|
|
|
|
* the execobject.offset until we have completed
|
|
|
|
* relocation.
|
|
|
|
*/
|
|
|
|
args->flags &= ~__EXEC_HAS_RELOC;
|
|
|
|
goto err_vma;
|
2017-07-21 22:50:36 +08:00
|
|
|
}
|
2010-11-26 02:00:26 +08:00
|
|
|
|
2017-08-16 16:52:06 +08:00
|
|
|
if (unlikely(*eb.batch->exec_flags & EXEC_OBJECT_WRITE)) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("Attempting to use self-modifying batch buffer\n");
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = -EINVAL;
|
|
|
|
goto err_vma;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
2017-06-15 16:14:33 +08:00
|
|
|
if (eb.batch_start_offset > eb.batch->size ||
|
|
|
|
eb.batch_len > eb.batch->size - eb.batch_start_offset) {
|
2016-08-19 00:17:12 +08:00
|
|
|
DRM_DEBUG("Attempting to use out-of-bounds batch\n");
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = -EINVAL;
|
|
|
|
goto err_vma;
|
2016-08-19 00:17:12 +08:00
|
|
|
}
|
2010-11-26 02:00:26 +08:00
|
|
|
|
2017-08-26 21:56:20 +08:00
|
|
|
if (eb_use_cmdparser(&eb)) {
|
2016-08-04 23:32:31 +08:00
|
|
|
struct i915_vma *vma;
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
vma = eb_parse(&eb, drm_is_current_master(file));
|
2016-08-04 23:32:31 +08:00
|
|
|
if (IS_ERR(vma)) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = PTR_ERR(vma);
|
|
|
|
goto err_vma;
|
2014-12-12 04:13:09 +08:00
|
|
|
}
|
2015-01-14 19:20:57 +08:00
|
|
|
|
2016-08-04 23:32:31 +08:00
|
|
|
if (vma) {
|
2015-05-08 21:26:50 +08:00
|
|
|
/*
|
|
|
|
* Batch parsed and accepted:
|
|
|
|
*
|
|
|
|
* Set the DISPATCH_SECURE bit to remove the NON_SECURE
|
|
|
|
* bit from MI_BATCH_BUFFER_START commands issued in
|
|
|
|
* the dispatch_execbuffer implementations. We
|
|
|
|
* specifically don't want that set on batches the
|
|
|
|
* command parser has accepted.
|
|
|
|
*/
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb.batch_flags |= I915_DISPATCH_SECURE;
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.batch_start_offset = 0;
|
|
|
|
eb.batch = vma;
|
2015-05-08 21:26:50 +08:00
|
|
|
}
|
2014-02-19 02:15:46 +08:00
|
|
|
}
|
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
if (eb.batch_len == 0)
|
|
|
|
eb.batch_len = eb.batch->size - eb.batch_start_offset;
|
2014-12-12 04:13:09 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* snb/ivb/vlv conflate the "batch in ppgtt" bit with the "non-secure
|
2012-10-17 19:09:54 +08:00
|
|
|
* batch" bit. Hence we need to pin secure batches into the global gtt.
|
2013-11-03 12:07:26 +08:00
|
|
|
* hsw should have this fixed, but bdw mucks it up again. */
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (eb.batch_flags & I915_DISPATCH_SECURE) {
|
2016-08-15 17:49:06 +08:00
|
|
|
struct i915_vma *vma;
|
2016-08-04 23:32:31 +08:00
|
|
|
|
2014-08-11 18:08:58 +08:00
|
|
|
/*
|
|
|
|
* So on first glance it looks freaky that we pin the batch here
|
|
|
|
* outside of the reservation loop. But:
|
|
|
|
* - The batch is already pinned into the relevant ppgtt, so we
|
|
|
|
* already have the backing storage fully allocated.
|
|
|
|
* - No other BO uses the global gtt (well contexts, but meh),
|
2015-03-01 00:20:41 +08:00
|
|
|
* so we don't really have issues with multiple objects not
|
2014-08-11 18:08:58 +08:00
|
|
|
* fitting due to fragmentation.
|
|
|
|
* So this is actually safe.
|
|
|
|
*/
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
vma = i915_gem_object_ggtt_pin(eb.batch->obj, NULL, 0, 0, 0);
|
2016-08-15 17:49:06 +08:00
|
|
|
if (IS_ERR(vma)) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = PTR_ERR(vma);
|
|
|
|
goto err_vma;
|
2016-08-15 17:49:06 +08:00
|
|
|
}
|
2012-10-17 19:09:54 +08:00
|
|
|
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.batch = vma;
|
2016-08-04 23:32:31 +08:00
|
|
|
}
|
2012-10-17 19:09:54 +08:00
|
|
|
|
2017-06-16 22:05:24 +08:00
|
|
|
/* All GPU relocation batches must be submitted prior to the user rq */
|
|
|
|
GEM_BUG_ON(eb.reloc_cache.rq);
|
|
|
|
|
2015-05-30 00:43:25 +08:00
|
|
|
/* Allocate a request for this batch buffer nice and early. */
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.request = i915_gem_request_alloc(eb.engine, eb.ctx);
|
|
|
|
if (IS_ERR(eb.request)) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = PTR_ERR(eb.request);
|
2015-05-30 00:43:25 +08:00
|
|
|
goto err_batch_unpin;
|
drm/i915: simplify allocation of driver-internal requests
There are a number of places where the driver needs a request, but isn't
working on behalf of any specific user or in a specific context. At
present, we associate them with the per-engine default context. A future
patch will abolish those per-engine context pointers; but we can already
eliminate a lot of the references to them, just by making the allocator
allow NULL as a shorthand for "an appropriate context for this ring",
which will mean that the callers don't need to know anything about how
the "appropriate context" is found (e.g. per-ring vs per-device, etc).
So this patch renames the existing i915_gem_request_alloc(), and makes
it local (static inline), and replaces it with a wrapper that provides
a default if the context is NULL, and also has a nicer calling
convention (doesn't require a pointer to an output parameter). Then we
change all callers to use the new convention:
OLD:
err = i915_gem_request_alloc(ring, user_ctx, &req);
if (err) ...
NEW:
req = i915_gem_request_alloc(ring, user_ctx);
if (IS_ERR(req)) ...
OLD:
err = i915_gem_request_alloc(ring, ring->default_context, &req);
if (err) ...
NEW:
req = i915_gem_request_alloc(ring, NULL);
if (IS_ERR(req)) ...
v4: Rebased
Signed-off-by: Dave Gordon <david.s.gordon@intel.com>
Reviewed-by: Nick Hoath <nicholas.hoath@intel.com>
Link: http://patchwork.freedesktop.org/patch/msgid/1453230175-19330-2-git-send-email-david.s.gordon@intel.com
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2016-01-20 03:02:53 +08:00
|
|
|
}
|
2015-05-30 00:43:25 +08:00
|
|
|
|
2017-01-27 17:40:08 +08:00
|
|
|
if (in_fence) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = i915_gem_request_await_dma_fence(eb.request, in_fence);
|
|
|
|
if (err < 0)
|
2017-01-27 17:40:08 +08:00
|
|
|
goto err_request;
|
|
|
|
}
|
|
|
|
|
2017-08-15 22:57:33 +08:00
|
|
|
if (fences) {
|
|
|
|
err = await_fence_array(&eb, fences);
|
|
|
|
if (err)
|
|
|
|
goto err_request;
|
|
|
|
}
|
|
|
|
|
2017-01-27 17:40:08 +08:00
|
|
|
if (out_fence_fd != -1) {
|
2017-06-15 16:14:33 +08:00
|
|
|
out_fence = sync_file_create(&eb.request->fence);
|
2017-01-27 17:40:08 +08:00
|
|
|
if (!out_fence) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = -ENOMEM;
|
2017-01-27 17:40:08 +08:00
|
|
|
goto err_request;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/*
|
|
|
|
* Whilst this request exists, batch_obj will be on the
|
2016-08-10 20:41:46 +08:00
|
|
|
* active_list, and so will hold the active reference. Only when this
|
|
|
|
* request is retired will the the batch_obj be moved onto the
|
|
|
|
* inactive_list and lose its active reference. Hence we do not need
|
|
|
|
* to explicitly hold another reference here.
|
|
|
|
*/
|
2017-06-15 16:14:33 +08:00
|
|
|
eb.request->batch = eb.batch;
|
2015-05-30 00:43:27 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
trace_i915_gem_request_queue(eb.request, eb.batch_flags);
|
|
|
|
err = eb_submit(&eb);
|
drm/i915: Late request cancellations are harmful
Conceptually, each request is a record of a hardware transaction - we
build up a list of pending commands and then either commit them to
hardware, or cancel them. However, whilst building up the list of
pending commands, we may modify state outside of the request and make
references to the pending request. If we do so and then cancel that
request, external objects then point to the deleted request leading to
both graphical and memory corruption.
The easiest example is to consider object/VMA tracking. When we mark an
object as active in a request, we store a pointer to this, the most
recent request, in the object. Then we want to free that object, we wait
for the most recent request to be idle before proceeding (otherwise the
hardware will write to pages now owned by the system, or we will attempt
to read from those pages before the hardware is finished writing). If
the request was cancelled instead, that wait completes immediately. As a
result, all requests must be committed and not cancelled if the external
state is unknown.
All that remains of i915_gem_request_cancel() users are just a couple of
extremely unlikely allocation failures, so remove the API entirely.
A consequence of committing all incomplete requests is that we generate
excess breadcrumbs and fill the ring much more often with dummy work. We
have completely undone the outstanding_last_seqno optimisation.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93907
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Cc: Daniel Vetter <daniel.vetter@ffwll.ch>
Cc: Tvrtko Ursulin <tvrtko.ursulin@linux.intel.com>
Cc: stable@vger.kernel.org
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Link: http://patchwork.freedesktop.org/patch/msgid/1460565315-7748-16-git-send-email-chris@chris-wilson.co.uk
2016-04-14 00:35:15 +08:00
|
|
|
err_request:
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
__i915_add_request(eb.request, err == 0);
|
2017-06-15 16:14:33 +08:00
|
|
|
add_to_client(eb.request, file);
|
2017-03-02 20:25:25 +08:00
|
|
|
|
2017-08-15 22:57:33 +08:00
|
|
|
if (fences)
|
|
|
|
signal_fence_array(&eb, fences);
|
|
|
|
|
2017-01-27 17:40:08 +08:00
|
|
|
if (out_fence) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err == 0) {
|
2017-01-27 17:40:08 +08:00
|
|
|
fd_install(out_fence_fd, out_fence->file);
|
|
|
|
args->rsvd2 &= GENMASK_ULL(0, 31); /* keep in-fence */
|
|
|
|
args->rsvd2 |= (u64)out_fence_fd << 32;
|
|
|
|
out_fence_fd = -1;
|
|
|
|
} else {
|
|
|
|
fput(out_fence->file);
|
|
|
|
}
|
|
|
|
}
|
2010-11-26 02:00:26 +08:00
|
|
|
|
2015-05-30 00:43:25 +08:00
|
|
|
err_batch_unpin:
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (eb.batch_flags & I915_DISPATCH_SECURE)
|
2017-06-15 16:14:33 +08:00
|
|
|
i915_vma_unpin(eb.batch);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err_vma:
|
|
|
|
if (eb.exec)
|
|
|
|
eb_release_vmas(&eb);
|
2010-11-26 02:00:26 +08:00
|
|
|
mutex_unlock(&dev->struct_mutex);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err_rpm:
|
2017-06-15 16:14:33 +08:00
|
|
|
intel_runtime_pm_put(eb.i915);
|
2017-06-20 19:05:47 +08:00
|
|
|
i915_gem_context_put(eb.ctx);
|
|
|
|
err_destroy:
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
eb_destroy(&eb);
|
2017-06-29 23:04:25 +08:00
|
|
|
err_out_fence:
|
2017-01-27 17:40:08 +08:00
|
|
|
if (out_fence_fd != -1)
|
|
|
|
put_unused_fd(out_fence_fd);
|
2017-02-04 06:45:29 +08:00
|
|
|
err_in_fence:
|
2017-01-27 17:40:08 +08:00
|
|
|
dma_fence_put(in_fence);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return err;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Legacy execbuffer just creates an exec2 list from the original exec object
|
|
|
|
* list array and passes it to the real function.
|
|
|
|
*/
|
|
|
|
int
|
|
|
|
i915_gem_execbuffer(struct drm_device *dev, void *data,
|
|
|
|
struct drm_file *file)
|
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
const size_t sz = (sizeof(struct drm_i915_gem_exec_object2) +
|
|
|
|
sizeof(struct i915_vma *) +
|
|
|
|
sizeof(unsigned int));
|
2010-11-26 02:00:26 +08:00
|
|
|
struct drm_i915_gem_execbuffer *args = data;
|
|
|
|
struct drm_i915_gem_execbuffer2 exec2;
|
|
|
|
struct drm_i915_gem_exec_object *exec_list = NULL;
|
|
|
|
struct drm_i915_gem_exec_object2 *exec2_list = NULL;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
unsigned int i;
|
|
|
|
int err;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (args->buffer_count < 1 || args->buffer_count > SIZE_MAX / sz - 1) {
|
|
|
|
DRM_DEBUG("execbuf2 with %d buffers\n", args->buffer_count);
|
2010-11-26 02:00:26 +08:00
|
|
|
return -EINVAL;
|
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
exec2.buffers_ptr = args->buffers_ptr;
|
|
|
|
exec2.buffer_count = args->buffer_count;
|
|
|
|
exec2.batch_start_offset = args->batch_start_offset;
|
|
|
|
exec2.batch_len = args->batch_len;
|
|
|
|
exec2.DR1 = args->DR1;
|
|
|
|
exec2.DR4 = args->DR4;
|
|
|
|
exec2.num_cliprects = args->num_cliprects;
|
|
|
|
exec2.cliprects_ptr = args->cliprects_ptr;
|
|
|
|
exec2.flags = I915_EXEC_RENDER;
|
|
|
|
i915_execbuffer2_set_context_id(exec2, 0);
|
|
|
|
|
|
|
|
if (!i915_gem_check_execbuffer(&exec2))
|
|
|
|
return -EINVAL;
|
|
|
|
|
2010-11-26 02:00:26 +08:00
|
|
|
/* Copy in the exec list from userland */
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
exec_list = kvmalloc_array(args->buffer_count, sizeof(*exec_list),
|
2017-09-14 07:28:29 +08:00
|
|
|
__GFP_NOWARN | GFP_KERNEL);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
exec2_list = kvmalloc_array(args->buffer_count + 1, sz,
|
2017-09-14 07:28:29 +08:00
|
|
|
__GFP_NOWARN | GFP_KERNEL);
|
2010-11-26 02:00:26 +08:00
|
|
|
if (exec_list == NULL || exec2_list == NULL) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("Failed to allocate exec list for %d buffers\n",
|
2010-11-26 02:00:26 +08:00
|
|
|
args->buffer_count);
|
2017-05-17 20:23:12 +08:00
|
|
|
kvfree(exec_list);
|
|
|
|
kvfree(exec2_list);
|
2010-11-26 02:00:26 +08:00
|
|
|
return -ENOMEM;
|
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
err = copy_from_user(exec_list,
|
2016-04-26 23:32:27 +08:00
|
|
|
u64_to_user_ptr(args->buffers_ptr),
|
2010-11-26 02:00:26 +08:00
|
|
|
sizeof(*exec_list) * args->buffer_count);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (err) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("copy %d exec entries failed %d\n",
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
args->buffer_count, err);
|
2017-05-17 20:23:12 +08:00
|
|
|
kvfree(exec_list);
|
|
|
|
kvfree(exec2_list);
|
2010-11-26 02:00:26 +08:00
|
|
|
return -EFAULT;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < args->buffer_count; i++) {
|
|
|
|
exec2_list[i].handle = exec_list[i].handle;
|
|
|
|
exec2_list[i].relocation_count = exec_list[i].relocation_count;
|
|
|
|
exec2_list[i].relocs_ptr = exec_list[i].relocs_ptr;
|
|
|
|
exec2_list[i].alignment = exec_list[i].alignment;
|
|
|
|
exec2_list[i].offset = exec_list[i].offset;
|
2016-11-16 16:55:32 +08:00
|
|
|
if (INTEL_GEN(to_i915(dev)) < 4)
|
2010-11-26 02:00:26 +08:00
|
|
|
exec2_list[i].flags = EXEC_OBJECT_NEEDS_FENCE;
|
|
|
|
else
|
|
|
|
exec2_list[i].flags = 0;
|
|
|
|
}
|
|
|
|
|
2017-08-15 22:57:33 +08:00
|
|
|
err = i915_gem_do_execbuffer(dev, file, &exec2, exec2_list, NULL);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (exec2.flags & __EXEC_HAS_RELOC) {
|
2014-05-23 17:45:52 +08:00
|
|
|
struct drm_i915_gem_exec_object __user *user_exec_list =
|
2016-04-26 23:32:27 +08:00
|
|
|
u64_to_user_ptr(args->buffers_ptr);
|
2014-05-23 17:45:52 +08:00
|
|
|
|
2010-11-26 02:00:26 +08:00
|
|
|
/* Copy the new buffer offsets back to the user's exec list. */
|
2014-05-23 17:45:52 +08:00
|
|
|
for (i = 0; i < args->buffer_count; i++) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (!(exec2_list[i].offset & UPDATE))
|
|
|
|
continue;
|
|
|
|
|
2015-12-30 01:24:52 +08:00
|
|
|
exec2_list[i].offset =
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
gen8_canonical_addr(exec2_list[i].offset & PIN_OFFSET_MASK);
|
|
|
|
exec2_list[i].offset &= PIN_OFFSET_MASK;
|
|
|
|
if (__copy_to_user(&user_exec_list[i].offset,
|
|
|
|
&exec2_list[i].offset,
|
|
|
|
sizeof(user_exec_list[i].offset)))
|
2014-05-23 17:45:52 +08:00
|
|
|
break;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-05-17 20:23:12 +08:00
|
|
|
kvfree(exec_list);
|
|
|
|
kvfree(exec2_list);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return err;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
i915_gem_execbuffer2(struct drm_device *dev, void *data,
|
|
|
|
struct drm_file *file)
|
|
|
|
{
|
2017-08-16 16:52:06 +08:00
|
|
|
const size_t sz = (sizeof(struct drm_i915_gem_exec_object2) +
|
|
|
|
sizeof(struct i915_vma *) +
|
|
|
|
sizeof(unsigned int));
|
2010-11-26 02:00:26 +08:00
|
|
|
struct drm_i915_gem_execbuffer2 *args = data;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
struct drm_i915_gem_exec_object2 *exec2_list;
|
2017-08-15 22:57:33 +08:00
|
|
|
struct drm_syncobj **fences = NULL;
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
int err;
|
2010-11-26 02:00:26 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (args->buffer_count < 1 || args->buffer_count > SIZE_MAX / sz - 1) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("execbuf2 with %d buffers\n", args->buffer_count);
|
2010-11-26 02:00:26 +08:00
|
|
|
return -EINVAL;
|
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (!i915_gem_check_execbuffer(args))
|
|
|
|
return -EINVAL;
|
|
|
|
|
|
|
|
/* Allocate an extra slot for use by the command parser */
|
|
|
|
exec2_list = kvmalloc_array(args->buffer_count + 1, sz,
|
2017-09-14 07:28:29 +08:00
|
|
|
__GFP_NOWARN | GFP_KERNEL);
|
2010-11-26 02:00:26 +08:00
|
|
|
if (exec2_list == NULL) {
|
2012-02-01 04:08:14 +08:00
|
|
|
DRM_DEBUG("Failed to allocate exec list for %d buffers\n",
|
2010-11-26 02:00:26 +08:00
|
|
|
args->buffer_count);
|
|
|
|
return -ENOMEM;
|
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (copy_from_user(exec2_list,
|
|
|
|
u64_to_user_ptr(args->buffers_ptr),
|
|
|
|
sizeof(*exec2_list) * args->buffer_count)) {
|
|
|
|
DRM_DEBUG("copy %d exec entries failed\n", args->buffer_count);
|
2017-05-17 20:23:12 +08:00
|
|
|
kvfree(exec2_list);
|
2010-11-26 02:00:26 +08:00
|
|
|
return -EFAULT;
|
|
|
|
}
|
|
|
|
|
2017-08-15 22:57:33 +08:00
|
|
|
if (args->flags & I915_EXEC_FENCE_ARRAY) {
|
|
|
|
fences = get_fence_array(args, file);
|
|
|
|
if (IS_ERR(fences)) {
|
|
|
|
kvfree(exec2_list);
|
|
|
|
return PTR_ERR(fences);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
err = i915_gem_do_execbuffer(dev, file, args, exec2_list, fences);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
|
|
|
|
/*
|
|
|
|
* Now that we have begun execution of the batchbuffer, we ignore
|
|
|
|
* any new error after this point. Also given that we have already
|
|
|
|
* updated the associated relocations, we try to write out the current
|
|
|
|
* object locations irrespective of any error.
|
|
|
|
*/
|
|
|
|
if (args->flags & __EXEC_HAS_RELOC) {
|
2014-06-13 21:42:51 +08:00
|
|
|
struct drm_i915_gem_exec_object2 __user *user_exec_list =
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
u64_to_user_ptr(args->buffers_ptr);
|
|
|
|
unsigned int i;
|
2014-05-23 17:45:52 +08:00
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
/* Copy the new buffer offsets back to the user's exec list. */
|
|
|
|
user_access_begin();
|
2014-05-23 17:45:52 +08:00
|
|
|
for (i = 0; i < args->buffer_count; i++) {
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
if (!(exec2_list[i].offset & UPDATE))
|
|
|
|
continue;
|
|
|
|
|
2015-12-30 01:24:52 +08:00
|
|
|
exec2_list[i].offset =
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
gen8_canonical_addr(exec2_list[i].offset & PIN_OFFSET_MASK);
|
|
|
|
unsafe_put_user(exec2_list[i].offset,
|
|
|
|
&user_exec_list[i].offset,
|
|
|
|
end_user);
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
end_user:
|
|
|
|
user_access_end();
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|
|
|
|
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
args->flags &= ~__I915_EXEC_UNKNOWN_FLAGS;
|
2017-08-15 22:57:33 +08:00
|
|
|
put_fence_array(args, fences);
|
2017-05-17 20:23:12 +08:00
|
|
|
kvfree(exec2_list);
|
drm/i915: Eliminate lots of iterations over the execobjects array
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: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
2017-06-16 22:05:19 +08:00
|
|
|
return err;
|
2010-11-26 02:00:26 +08:00
|
|
|
}
|