v3dv: pre-allocate actual events instead of event descriptors

Instead of keeping a free list of "event descriptors" which are
just the offsets in the BO state that are available, pre-allocate
the events. This is simpler as it doesn't require to allocate these
event descriptors at all.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20053>
This commit is contained in:
Iago Toral Quiroga 2022-11-29 10:52:33 +01:00 committed by Marge Bot
parent cf841cdd0b
commit 71e86a4655
2 changed files with 42 additions and 53 deletions

View file

@ -195,6 +195,14 @@ destroy_event_pipelines(struct v3dv_device *device)
device->events.descriptor_set_layout = VK_NULL_HANDLE;
}
static void
init_event(struct v3dv_device *device, struct v3dv_event *event, uint32_t index)
{
vk_object_base_init(&device->vk, &event->base, VK_OBJECT_TYPE_EVENT);
event->index = index;
list_addtail(&event->link, &device->events.free_list);
}
VkResult
v3dv_event_allocate_resources(struct v3dv_device *device)
{
@ -221,22 +229,20 @@ v3dv_event_allocate_resources(struct v3dv_device *device)
goto fail;
}
/* List of free event state slots in the BO, 1 byte per slot */
device->events.desc_count = bo_size;
device->events.desc =
vk_alloc2(&device->vk.alloc, NULL,
device->events.desc_count * sizeof(struct v3dv_event_desc), 8,
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
if (!device->events.desc) {
/* Pre-allocate our events, each event requires 1 byte of BO storage */
device->events.event_count = bo_size;
device->events.events =
vk_zalloc2(&device->vk.alloc, NULL,
device->events.event_count * sizeof(struct v3dv_event), 8,
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
if (!device->events.events) {
result = vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
goto fail;
}
list_inithead(&device->events.free_list);
for (int i = 0; i < device->events.desc_count; i++) {
device->events.desc[i].index = i;
list_addtail(&device->events.desc[i].link, &device->events.free_list);
}
for (int i = 0; i < device->events.event_count; i++)
init_event(device, &device->events.events[i], i);
/* Vulkan buffer for the event state BO */
VkBufferCreateInfo buf_info = {
@ -337,9 +343,9 @@ v3dv_event_free_resources(struct v3dv_device *device)
device->events.bo = NULL;
}
if (device->events.desc) {
vk_free2(&device->vk.alloc, NULL, device->events.desc);
device->events.desc = NULL;
if (device->events.events) {
vk_free2(&device->vk.alloc, NULL, device->events.events);
device->events.events = NULL;
}
if (device->events.mem) {
@ -365,8 +371,8 @@ v3dv_event_free_resources(struct v3dv_device *device)
destroy_event_pipelines(device);
}
static struct v3dv_event_desc *
allocate_event_descriptor(struct v3dv_device *device)
static struct v3dv_event *
allocate_event(struct v3dv_device *device)
{
mtx_lock(&device->events.lock);
if (list_is_empty(&device->events.free_list)) {
@ -374,20 +380,20 @@ allocate_event_descriptor(struct v3dv_device *device)
return NULL;
}
struct v3dv_event_desc *desc =
list_first_entry(&device->events.free_list, struct v3dv_event_desc, link);
list_del(&desc->link);
struct v3dv_event *event =
list_first_entry(&device->events.free_list, struct v3dv_event, link);
list_del(&event->link);
mtx_unlock(&device->events.lock);
return desc;
return event;
}
static void
free_event_descriptor(struct v3dv_device *device, uint32_t index)
free_event(struct v3dv_device *device, uint32_t index)
{
assert(index < device->events.event_count);
mtx_lock(&device->events.lock);
assert(index < device->events.desc_count);
list_addtail(&device->events.desc[index].link, &device->events.free_list);
list_addtail(&device->events.events[index].link, &device->events.free_list);
mtx_unlock(&device->events.lock);
}
@ -417,21 +423,12 @@ v3dv_CreateEvent(VkDevice _device,
V3DV_FROM_HANDLE(v3dv_device, device, _device);
VkResult result = VK_SUCCESS;
struct v3dv_event *event =
vk_object_zalloc(&device->vk, pAllocator, sizeof(*event),
VK_OBJECT_TYPE_EVENT);
struct v3dv_event *event = allocate_event(device);
if (!event) {
result = vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
goto fail;
}
struct v3dv_event_desc *desc = allocate_event_descriptor(device);
if (!desc) {
result = vk_error(device, VK_ERROR_OUT_OF_DEVICE_MEMORY);
goto fail;
}
event->index = desc->index;
event_set_value(device, event, 0);
*pEvent = v3dv_event_to_handle(event);
return VK_SUCCESS;
@ -451,8 +448,7 @@ v3dv_DestroyEvent(VkDevice _device,
if (!event)
return;
free_event_descriptor(device, event->index);
vk_object_free(&device->vk, pAllocator, event);
free_event(device, event->index);
}
VKAPI_ATTR VkResult VKAPI_CALL
@ -502,7 +498,7 @@ cmd_buffer_emit_set_event(struct v3dv_cmd_buffer *cmd_buffer,
device->events.pipeline_layout,
0, 1, &device->events.descriptor_set, 0, NULL);
assert(event->index < device->events.desc_count);
assert(event->index < device->events.event_count);
uint32_t offset = event->index;
v3dv_CmdPushConstants(commandBuffer,
device->events.pipeline_layout,
@ -537,7 +533,7 @@ cmd_buffer_emit_wait_event(struct v3dv_cmd_buffer *cmd_buffer,
device->events.pipeline_layout,
0, 1, &device->events.descriptor_set, 0, NULL);
assert(event->index < device->events.desc_count);
assert(event->index < device->events.event_count);
uint32_t offset = event->index;
v3dv_CmdPushConstants(commandBuffer,
device->events.pipeline_layout,

View file

@ -454,15 +454,6 @@ struct v3dv_pipeline_cache {
bool externally_synchronized;
};
/* This is used to implement a list of free events in the BO we use
* hold event states. The index here is used to calculate the offset
* within that BO.
*/
struct v3dv_event_desc {
struct list_head link;
uint32_t index;
};
struct v3dv_device {
struct vk_device vk;
@ -531,14 +522,13 @@ struct v3dv_device {
/* BO for the event states: signaled (1) or reset (0) */
struct v3dv_bo *bo;
/* Events can be created and destroyed. Since we have a dedicated BO for
* all events we use, we need to keep track of the free slots within that
* BO. For that we use a free list where we link together available event
* slots in the form of "descriptors" that include an index (which is
* basically an offset into the BO that is available).
/* We pre-allocate all the events we can fit for the size of the BO we
* create to track their states, where each event has an index which is
* basically the offset of its state in that BO. We keep a free list with
* the pre-allocated events that are available.
*/
uint32_t desc_count;
struct v3dv_event_desc *desc;
uint32_t event_count;
struct v3dv_event *events;
struct list_head free_list;
/* Vulkan resources to access the event BO from shaders. We have a
@ -1741,6 +1731,9 @@ void v3dv_cmd_buffer_emit_pipeline_barrier(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_event {
struct vk_object_base base;
/* Link in the device list of pre-allocated free events */
struct list_head link;
/* Each event gets a different index, which we use to compute the offset
* in the BO we use to track their state (signaled vs reset).
*/