One side-effect of the introduction of ppgtt was that we needed to
rebind the object into the appropriate vm (and global gtt in some
peculiar cases). For simplicity this was done twice for every object on
every call to execbuffer. However, that adds a tremendous amount of CPU
overhead (rewriting all the PTE for all objects into WC memory) per
draw. The fix is to push all the decision about which vm to bind into
and when down into the low-level bind routines through hints rather than
performing the bind unconditionally in the execbuffer routine.
Note that this is a regression introduced in the full ppgtt feature
branch, before this we've only done re-bound objects when the relevant
has_(aliasing_ppgtt|global_gtt)_mapping flag was clear. But since
that's per-object and not per-vma that optimization broke.
v2: Split out prep work and unrelated changes.
v3: Bring back functional change around PIN_GLOBAL that I've
accidentally split out.
v4: Remove the temporary hack for the old binding logic to avoid
bisection issues.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72906
Tested-by: jianx.zhou@intel.com
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> (v1)
Cc: Ben Widawsky <benjamin.widawsky@intel.com>
Cc: Daniel Vetter <daniel.vetter@ffwll.ch>
Acked-by: Ben Widawsky <ben@bwidawsk.net>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
************************************************************
* For the very latest on DRI development, please see: *
* http://dri.freedesktop.org/ *
************************************************************
The Direct Rendering Manager (drm) is a device-independent kernel-level
device driver that provides support for the XFree86 Direct Rendering
Infrastructure (DRI).
The DRM supports the Direct Rendering Infrastructure (DRI) in four major
ways:
1. The DRM provides synchronized access to the graphics hardware via
the use of an optimized two-tiered lock.
2. The DRM enforces the DRI security policy for access to the graphics
hardware by only allowing authenticated X11 clients access to
restricted regions of memory.
3. The DRM provides a generic DMA engine, complete with multiple
queues and the ability to detect the need for an OpenGL context
switch.
4. The DRM is extensible via the use of small device-specific modules
that rely extensively on the API exported by the DRM module.
Documentation on the DRI is available from:
http://dri.freedesktop.org/wiki/Documentation
http://sourceforge.net/project/showfiles.php?group_id=387
http://dri.sourceforge.net/doc/
For specific information about kernel-level support, see:
The Direct Rendering Manager, Kernel Support for the Direct Rendering
Infrastructure
http://dri.sourceforge.net/doc/drm_low_level.html
Hardware Locking for the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/hardware_locking_low_level.html
A Security Analysis of the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/security_low_level.html