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virgl: use virgl_transfer_inline_write even less

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
Gurchetan Singh 7 yıl önce
ebeveyn
işleme
67426ccd42
1 değiştirilmiş dosya ile 1 ekleme ve 1 silme
  1. 1
    1
      src/gallium/drivers/virgl/virgl_resource.c

+ 1
- 1
src/gallium/drivers/virgl/virgl_resource.c Dosyayı Görüntüle

@@ -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);

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