TR-TT is a hardware feature supported by both i915.ko and xe.ko, which
means we can now finally have Sparse Resources on i915.ko and we also
have 2 options for xe.ko (and whatever is the best should be the
default).
In this patch we use batch commands to write the page tables and
forever keep them in device memory. We maintain a mirror of both the
L3 and and L2 tables because that helps us never having to read the
tables that are in device memory.
We still have some things to improve, but with this commit, workloads
that didn't work at all due to the lack of sparse resources should
at least run.
This is still all disabled by default in i915.ko, you can turn it on
by exporting ANV_SPARSE=1 before launching the applications. For
xe.ko, switch the default with ANV_SPARSE_USE_TRTT=1.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25512>
This function will be able to transparently handle sparse binding
regardless of the backend: vm_bind ioctls or TR-TT. For now we only
support the vm_bind ioctls, but soon we'll have anv_sparse_bind_trtt()
as an option.
It is important to notice that even backends that support the vm_bind
ioctl may choose to do Sparse binding via TR-TT, that's why we're
adding the indirection at this specific point.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26036>
When it's a NULL bind we always set the bo_offset (aka memory offset)
to zero, so we have to avoid the "bind.offset == prev.offset + size"
check.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26036>
If the next bind is just an extension of the previous one, join both
in the same bind operation. Due to how mip levels are laid in memory,
this can only happen for mip level 0.
As of today xe.ko doesn't try to join contiguous operations for us.
Due to how rebinds happen each additional rebind operation may end up
resulting in many extra things done, so these simple checks end up
saving us a lot of cycles the Kernel would otherwise waste. This will
be true even after we issue all binds in a single ioctl.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26036>
This pollutes stderr a lot, but I've used it countless times while
developing this code.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
Game testing shows it's common for this operation to result in
multiple bind regions, so try to use a single ioctl when we can.
Actual testing reveals 136 shader-related tests fail when we actually
do this, so for now keep doing a single bind per ioctl while leaving a
very easy way to the desired behavior when we figure this out.
It should also be possible to go even higher-level and do this at the
anv_queue_submit_sparse_bind_locked() layer, but that should happen in
future commits.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
This giant patch implements a huge chunk of the Vulkan Sparse
Resources API. I previously had this as a nice series of many smaller
patches that evolved as the xe.ko added more features, but once I was
asked to squash some of the major reworks I realized I wouldn't be
able easily rewrite history, so I just squased basically the whole
series into a giant patch. I may end up splitting this again later if
I find a way to properly do it.
If we want to support the DX12 API through vkd3d we need to support
part of the the Sparse Resources API. If we don't, a bunch of Steam
games won't work.
For now we only support the xe.ko backend, but the vast majority of
the code is KMD-independent and so an i915.ko implementation would use
most of what's here, just extending the part that binds and unbinds
memory.
v2+: There's no way to sanely track the version history of this patch
in this commit message. Please refer to Gitlab.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>