We've noticed the Team Fortress 2 engine seems to do many small calls to glSubData(..). Let's pick our heuristic based on the resource base width, not the size of a particular upload. This will cause transfers to be batched together in the transfer queue. Revelant glbench microbenchmark -- Before: buffer_upload_dynamic_element_array_131072 = 131.17 mbytes_sec After: buffer_upload_dynamic_element_array_131072 = 6828.24 mbytes_sec Reviewed-by: Gert Wollny <gert.wollny@collabora.com>tags/19.1-branchpoint
| @@ -147,7 +147,7 @@ static void virgl_buffer_subdata(struct pipe_context *pipe, | |||
| u_box_1d(offset, size, &box); | |||
| if (size >= (VIRGL_MAX_CMDBUF_DWORDS * 4)) | |||
| if (resource->width0 >= getpagesize()) | |||
| u_default_buffer_subdata(pipe, resource, usage, offset, size, data); | |||
| else | |||
| virgl_transfer_inline_write(pipe, resource, 0, usage, &box, data, 0, 0); | |||