Overflow memory handling is tricky: While it's still referenced by the
BPO registers, we want to keep it from being freed. When we are
putting a new set of overflow memory in the registers, we need to
assign the old one to the last rendering job using it.
We were looking at "what's currently running in the binner", but since
the bin/render submission split, we may end up with the binner
completing and having no new job while the renderer is still
processing. So, if we don't find a bin job at all, look at the
highest-seqno (last) render job to attach our overflow to.
Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: ca26d28bba ("drm/vc4: improve throughput by pipelining binning and rendering jobs")
Cc: stable@vger.kernel.org
The hardware provides us with separate threads for binning and
rendering, and the existing model waits for them both to complete
before submitting the next job.
Splitting the binning and rendering submissions reduces idle time and
gives us approx 20-30% speedup with some x11perf tests such as -line10
and -tilerect1. Improves openarena performance by 1.01897% +/-
0.247857% (n=16).
Thanks to anholt for suggesting this.
v2: Rebase on the spurious resets fix (change by anholt).
Signed-off-by: Varad Gautam <varadgautam@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Eric Anholt <eric@anholt.net>
The user submission is basically a pointer to a command list and a
pointer to uniforms. We copy those in to the kernel, validate and
relocate them, and store the result in a GPU BO which we queue for
execution.
v2: Drop support for NV shader recs (not necessary for GL), simplify
vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style
types.
Signed-off-by: Eric Anholt <eric@anholt.net>