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nvc0: reduce overhead from always marking buffers dirty
We would revalidate buffers when anything was touched at all. Which is
unfortunate, since the state tracker does not use CSO's to reduce the
workload. So instead implement a protocol to ensure that something has
changed before revalidating all the SSBOs.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 0f673db6f0)
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parent
a95560bac5
commit
5a63ae9f15
1 changed files with 20 additions and 6 deletions
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@ -1287,29 +1287,41 @@ nvc0_set_shader_images(struct pipe_context *pipe, unsigned shader,
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nvc0_context(pipe)->dirty_3d |= NVC0_NEW_3D_SURFACES;
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}
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static void
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static bool
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nvc0_bind_buffers_range(struct nvc0_context *nvc0, const unsigned t,
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unsigned start, unsigned nr,
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struct pipe_shader_buffer *pbuffers)
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{
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const unsigned end = start + nr;
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const unsigned mask = ((1 << nr) - 1) << start;
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unsigned mask = 0;
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unsigned i;
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assert(t < 6);
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if (pbuffers) {
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for (i = start; i < end; ++i) {
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struct pipe_shader_buffer *buf = &nvc0->buffers[t][i];
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const unsigned p = i - start;
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if (buf->buffer == pbuffers[p].buffer &&
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buf->buffer_offset == pbuffers[p].buffer_offset &&
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buf->buffer_size == pbuffers[p].buffer_size)
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continue;
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mask |= (1 << i);
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if (pbuffers[p].buffer)
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nvc0->buffers_valid[t] |= (1 << i);
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else
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nvc0->buffers_valid[t] &= ~(1 << i);
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nvc0->buffers[t][i].buffer_offset = pbuffers[p].buffer_offset;
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nvc0->buffers[t][i].buffer_size = pbuffers[p].buffer_size;
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pipe_resource_reference(&nvc0->buffers[t][i].buffer, pbuffers[p].buffer);
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buf->buffer_offset = pbuffers[p].buffer_offset;
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buf->buffer_size = pbuffers[p].buffer_size;
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pipe_resource_reference(&buf->buffer, pbuffers[p].buffer);
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}
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if (!mask)
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return false;
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} else {
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mask = ((1 << nr) - 1) << start;
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if (!(nvc0->buffers_valid[t] & mask))
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return false;
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for (i = start; i < end; ++i)
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pipe_resource_reference(&nvc0->buffers[t][i].buffer, NULL);
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nvc0->buffers_valid[t] &= ~mask;
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@ -1321,6 +1333,7 @@ nvc0_bind_buffers_range(struct nvc0_context *nvc0, const unsigned t,
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else
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nouveau_bufctx_reset(nvc0->bufctx_3d, NVC0_BIND_3D_BUF);
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return true;
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}
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static void
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@ -1330,7 +1343,8 @@ nvc0_set_shader_buffers(struct pipe_context *pipe,
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struct pipe_shader_buffer *buffers)
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{
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const unsigned s = nvc0_shader_stage(shader);
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nvc0_bind_buffers_range(nvc0_context(pipe), s, start, nr, buffers);
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if (!nvc0_bind_buffers_range(nvc0_context(pipe), s, start, nr, buffers))
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return;
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if (s == 5)
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nvc0_context(pipe)->dirty_cp |= NVC0_NEW_CP_BUFFERS;
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