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Previously, since my check_aperture API change, we would check each piece of
state against the batchbuffer individually, but not all the state against the
batchbuffer at once. In addition to not being terribly useful in assuring
success, it probably also increased CPU load by calling check_aperture many
times per primitive.
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This avoids issues with dereferencing stale cliprects around intel_draw_buffer
time. Additionally, take advantage of cliprects staying constant for FBOs and
DRI2, and emit cliprects in the batchbuffer instead of having to flush batch
each time they change.
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The i965 driver previously had it's own set of code to convert
fixed-function TNL state to a vertex program. Core Mesa has code to
do this, so there is no reason to duplicate that effort in the driver.
In fact, this duplication leads to bugs when other aspects of the Mesa
infrastructure change.
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This reverts commit 7c81124d7c4a4d1da9f48cbf7e82ab1a3a970a7a.
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This reverts commit 53675e5c05c0598b7ea206d5c27dbcae786a2c03.
Conflicts:
src/mesa/drivers/dri/i965/brw_wm_surface_state.c
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To do this, I had to clean up some of 965 state upload stuff. We may end
up over-emitting state in the aperture overflow case, but that should be rare,
and I'd rather have the simplification of state management.
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This existed to get the icache flushed. However, GEM handles this for us
now for sure, and we had disabled it prematurely anyway.
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Makes state emission into a 2 phase, prepare sets things up and accounts
the size of all referenced buffer objects. The emit stage then actually
does the batchbuffer touching for emitting the objects.
There is an assert in dri_emit_reloc if a reloc occurs for a buffer
that hasn't been accounted yet.
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This allows us to avoid re-emitting some state when validate_state happens
multiple times per batchbuffer. Even though we flush batch per primitive
currently, that may still happen already if the primitive changed (this should
probably be fixed as well).
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We have two consumers of relocations. One is static state buffers, which
want the same relocation every time. The other is the batchbuffer, which gets
thrown out immediately after submit. This lets us reduce repeated computation
for static state buffers, and clean up the code by moving relocations nearer
to where the state buffer is computed.
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The user-space suballocator that was used avoided relocation computations by
using the general and surface state base registers and allocating those types
of buffers out of pools built on top of single buffer objects. It also
avoided calls into the buffer manager for these small state allocations, since
only one buffer object was being used.
However, the buffer allocation cost appears to be low, and with relocation
caching, computing relocations for buffers is essentially free. Additionally,
implementing the suballocator required a don't-fence-subdata flag to disable
waiting on buffer maps so that writing new data didn't block on rendering using
old data, and careful handling when mapping to update old data (which we need
to do for unavoidable relocations with FBOs). More importantly, when the
suballocator filled, it had no replacement algorithm and just threw out all
of the contents and forced them to be recomputed, which is a significant cost.
This is the first step, which just changes the buffer type, but doesn't yet
improve the hash table to not result in full recompute on overflow. Because
the buffers are all allocated out of the general buffer allocator, we can
no longer use the general/surface state bases to avoid relocations, and they
are set to 0 instead.
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This is currently believed to work but be a significant performance loss.
Performance recovery should be soon to follow.
The dri_bo_fake_disable_backing_store() call was added to allow backing store
disable like bufmgr_fake.c did, which is a significant performance win (though
it's missing the no-fence-subdata part).
This commit is a squash merge of the 965-ttm branch, which had some history
I wanted to avoid pulling due to noisiness and brokenness at many points
for git-bisecting.
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This driver comes from Tungsten Graphics, with a few further modifications by
Intel.
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