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We need to wait for the batches to complete before we return the BOs to the pool. We were previously doing this completely synchronously, which made the code unnecessarily wait. Now we have a timeline syncobj that signals completion of the previous BOs, so sometimes we check where we are in the timeline and then return the BOs that we know are unused. This, in addition to the previous patch that made us wait for the other syncobjs through the execbuf ioctl instead of through the CPU, makes TR-TT batches at least an order of magnitude faster. Still, I don't think we'll notice any changes in games's FPS as they don't bind sparse resources that often. 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> |
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| .. | ||
| anv_batch_chain.c | ||
| anv_batch_chain.h | ||
| anv_device.c | ||
| anv_device.h | ||
| anv_gem.c | ||
| anv_gem.h | ||
| anv_kmd_backend.c | ||
| anv_queue.c | ||
| anv_queue.h | ||