mesa/src/gallium
Samuel Pitoiset 77bbdcdfcd radeonsi: add a slab allocator for bindless descriptors
For each texture/image handles, we need to allocate a new
buffer for the bindless descriptor. But when the number of
buffers added to the current CS becomes high, the overhead
in the winsys (and in the kernel) is important.

To reduce this bottleneck, the idea is to suballocate the
bindless descriptors using a slab similar to the one used
in the winsys.

Currently, a buffer can hold 1024 bindless descriptors but
this limit is arbitrary and could be changed in the future
for some reasons. Once a slab is allocated the "base" buffer
is added to a per-context list.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-06-14 10:04:36 +02:00
..
auxiliary tgsi/scan: record bindless samplers/images usage 2017-06-14 10:04:36 +02:00
docs gallium: add ARB_bindless_texture interface 2017-06-14 10:04:36 +02:00
drivers radeonsi: add a slab allocator for bindless descriptors 2017-06-14 10:04:36 +02:00
include gallium: add ARB_bindless_texture interface 2017-06-14 10:04:36 +02:00
state_trackers clover/device: Get device/host unified memory from pipe driver 2017-06-13 21:26:09 -05:00
targets automake: Link all libGL.so variants with -Bsymbolic. 2017-06-01 21:24:38 +01:00
tests gallium/util: add _LZ and TXF options to simple shaders 2017-06-07 18:10:50 +02:00
tools gallium/tools: use correct shebang for python scripts 2017-03-10 14:12:47 +00:00
winsys radeonsi: Use libdrm to get chipset name 2017-06-07 21:53:36 +02:00
Android.common.mk Android: rework LLVM build support 2017-05-11 13:52:21 +01:00
Android.mk Android: push driver build details to driver makefiles 2017-05-11 13:52:21 +01:00
Automake.inc gallium/util: libunwind support 2017-04-03 11:32:17 -04:00
Makefile.am ilo: EOL drop unmaintained gallium drv from buildsys 2017-02-03 16:13:36 +11:00
README.portability gallium: replace INLINE with inline 2015-07-21 17:52:16 -04:00
SConscript gallium: swr: Added swr build for windows 2016-11-21 12:44:47 -06:00

	      CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D 


= General Considerations =

The state tracker and winsys driver support a rather limited number of
platforms. However, the pipe drivers are meant to run in a wide number of
platforms. Hence the pipe drivers, the auxiliary modules, and all public
headers in general, should strictly follow these guidelines to ensure


= Compiler Support =

* Include the p_compiler.h.

* Cast explicitly when converting to integer types of smaller sizes.

* Cast explicitly when converting between float, double and integral types.

* Don't use named struct initializers.

* Don't use variable number of macro arguments. Use static inline functions
instead.

* Don't use C99 features.

= Standard Library =

* Avoid including standard library headers. Most standard library functions are
not available in Windows Kernel Mode. Use the appropriate p_*.h include.

== Memory Allocation ==

* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.

* Use align_pointer() function defined in u_memory.h for aligning pointers
 in a portable way.

== Debugging ==

* Use the functions/macros in p_debug.h.

* Don't include assert.h, call abort, printf, etc.


= Code Style =

== Inherantice in C ==

The main thing we do is mimic inheritance by structure containment.

Here's a silly made-up example:

/* base class */
struct buffer
{
  int size;
  void (*validate)(struct buffer *buf);
};

/* sub-class of bufffer */
struct texture_buffer
{
  struct buffer base;  /* the base class, MUST COME FIRST! */
  int format;
  int width, height;
};


Then, we'll typically have cast-wrapper functions to convert base-class 
pointers to sub-class pointers where needed:

static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
{
  return (struct vertex_buffer *) buf;
}


To create/init a sub-classed object:

struct buffer *create_texture_buffer(int w, int h, int format)
{
  struct texture_buffer *t = malloc(sizeof(*t));
  t->format = format;
  t->width = w;
  t->height = h;
  t->base.size = w * h;
  t->base.validate = tex_validate;
  return &t->base;
}

Example sub-class method:

void tex_validate(struct buffer *buf)
{
  struct texture_buffer *tb = texture_buffer(buf);
  assert(tb->format);
  assert(tb->width);
  assert(tb->height);
}


Note that we typically do not use typedefs to make "class names"; we use
'struct whatever' everywhere.

Gallium's pipe_context and the subclassed psb_context, etc are prime examples 
of this.  There's also many examples in Mesa and the Mesa state tracker.