virgl: use virgl_transfer_inline_write even less

We've noticed the Team Fortress 2 engine seems to do many small
calls to glSubData(..). Let's pick our heuristic based on the
resource base width, not the size of a particular upload.
This will cause transfers to be batched together in the transfer
queue.

Revelant glbench microbenchmark --

Before: buffer_upload_dynamic_element_array_131072 = 131.17 mbytes_sec
After: buffer_upload_dynamic_element_array_131072 = 6828.24 mbytes_sec
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
This commit is contained in:
Gurchetan Singh 2019-02-06 16:26:18 -08:00 committed by Gert Wollny
parent f0e71b1088
commit 67426ccd42

View file

@ -147,7 +147,7 @@ static void virgl_buffer_subdata(struct pipe_context *pipe,
u_box_1d(offset, size, &box);
if (size >= (VIRGL_MAX_CMDBUF_DWORDS * 4))
if (resource->width0 >= getpagesize())
u_default_buffer_subdata(pipe, resource, usage, offset, size, data);
else
virgl_transfer_inline_write(pipe, resource, 0, usage, &box, data, 0, 0);