diff mbox

drm/vc4: improve throughput by pipelining binning and rendering jobs

Message ID 1455716301-14586-1-git-send-email-varadgautam@gmail.com
State Accepted
Commit ca26d28bbaa39f31d5e7e4812603b015c8d54207
Headers show

Commit Message

Varad Gautam Feb. 17, 2016, 1:38 p.m. UTC
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 several x11perf tests.

Thanks to anholt for suggesting this.

Signed-off-by: Varad Gautam <varadgautam@gmail.com>
---
 drivers/gpu/drm/vc4/vc4_drv.h |  37 +++++++++++----
 drivers/gpu/drm/vc4/vc4_gem.c | 108 ++++++++++++++++++++++++++++++------------
 drivers/gpu/drm/vc4/vc4_irq.c |  58 +++++++++++++++++++----
 3 files changed, 156 insertions(+), 47 deletions(-)

Comments

Varad Gautam March 6, 2016, 10:20 a.m. UTC | #1
Hi Eric,

On Sat, Mar 5, 2016 at 7:17 AM, Eric Anholt <eric@anholt.net> wrote:
 > Varad Gautam <varadgautam@gmail.com> writes:
 >
 >>  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 several x11perf tests.
 >
 > This patch is:
 >
 > Reviewed-by: Eric Anholt <eric@anholt.net.
 >
 > Which tests did you find improved, specifically?  I'm seeing 
openarena
 > improved by 1.01897% +/- 0.247857% (n=16).  x11perf -aa24text and
 > -copypixwin looked like they had about the same level of improvement.

Here's a sample of the speedups I've noticed with x11perf:

without queue  with queue    % delta  test
-(reps/sec)-   -(reps/sec)-  ---      ---
1840000        2360000       28.26%   10x10 tiled rectangle (17x15 tile)
1920000        2440000       27.08%   10x10 tiled rectangle (4x4 tile)
1340000        1620000       20.90%   10x10 tiled rectangle (216x208
tile)
9900000        11900000      20.20%   10-pixel line
1310000        1570000       19.85%   10x10 tiled rectangle (161x145
tile)
2800000        3270000       16.79%   10x10 rectangle
2720000        3140000       15.44%   100-pixel vertical line segment
876000         1010000       15.30%   100-pixel line segment (2 kids)
199000         229000        15.08%   Circulate Unmapped window (200
kids)
1190000        1350000       13.45%   100-pixel line segment (1 kid)
176000         199000        13.07%   500-pixel line segment
172000         194000        12.79%   500-pixel line
116000         129000        11.21%   Destroy window via parent (100
kids)
2030000        2250000       10.84%   100-pixel horizontal line segment
635000         697000         9.76%   100-pixel line segment (3 kids)

 >
 > This conflicts with a change in -fixes.  I think this means that it
 > should go in -next once -fixes gets pulled in that.
 >
 > Peter Brown had suggested to me at one point that we could queue up
 > multiple jobs at once by patching the last few bytes of the current
 > job
 > to jump to the next one.  I haven't fully thought through how you'd
 > interlock to make sure that the CL wasn't going to execute the old
 > contents before you go to sleep, but it has the promise of being able
 > to
 > mask out the flush/frame done interrupts.

A rough idea is to keep track of our current job's start address (which
may be the previous job's jump destination) and resubmit from here if we
come back from sleep. Will see if I can build up on this.

Thanks,
Varad
diff mbox

Patch

diff --git a/drivers/gpu/drm/vc4/vc4_drv.h b/drivers/gpu/drm/vc4/vc4_drv.h
index 4c734d0..9c2304b 100644
--- a/drivers/gpu/drm/vc4/vc4_drv.h
+++ b/drivers/gpu/drm/vc4/vc4_drv.h
@@ -52,7 +52,7 @@  struct vc4_dev {
 	/* Protects bo_cache and the BO stats. */
 	struct mutex bo_lock;
 
-	/* Sequence number for the last job queued in job_list.
+	/* Sequence number for the last job queued in bin_job_list.
 	 * Starts at 0 (no jobs emitted).
 	 */
 	uint64_t emit_seqno;
@@ -62,11 +62,19 @@  struct vc4_dev {
 	 */
 	uint64_t finished_seqno;
 
-	/* List of all struct vc4_exec_info for jobs to be executed.
-	 * The first job in the list is the one currently programmed
-	 * into ct0ca/ct1ca for execution.
+	/* List of all struct vc4_exec_info for jobs to be executed in
+	 * the binner.  The first job in the list is the one currently
+	 * programmed into ct0ca for execution.
 	 */
-	struct list_head job_list;
+	struct list_head bin_job_list;
+
+	/* List of all struct vc4_exec_info for jobs that have
+	 * completed binning and are ready for rendering.  The first
+	 * job in the list is the one currently programmed into ct1ca
+	 * for execution.
+	 */
+	struct list_head render_job_list;
+
 	/* List of the finished vc4_exec_infos waiting to be freed by
 	 * job_done_work.
 	 */
@@ -276,11 +284,20 @@  struct vc4_exec_info {
 };
 
 static inline struct vc4_exec_info *
-vc4_first_job(struct vc4_dev *vc4)
+vc4_first_bin_job(struct vc4_dev *vc4)
+{
+	if (list_empty(&vc4->bin_job_list))
+		return NULL;
+	return list_first_entry(&vc4->bin_job_list, struct vc4_exec_info, head);
+}
+
+static inline struct vc4_exec_info *
+vc4_first_render_job(struct vc4_dev *vc4)
 {
-	if (list_empty(&vc4->job_list))
+	if (list_empty(&vc4->render_job_list))
 		return NULL;
-	return list_first_entry(&vc4->job_list, struct vc4_exec_info, head);
+	return list_first_entry(&vc4->render_job_list,
+				struct vc4_exec_info, head);
 }
 
 /**
@@ -394,7 +411,9 @@  int vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
 			 struct drm_file *file_priv);
 int vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
 		      struct drm_file *file_priv);
-void vc4_submit_next_job(struct drm_device *dev);
+void vc4_submit_next_bin_job(struct drm_device *dev);
+void vc4_submit_next_render_job(struct drm_device *dev);
+void vc4_move_job_to_render(struct drm_device *dev, struct vc4_exec_info *exec);
 int vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno,
 		       uint64_t timeout_ns, bool interruptible);
 void vc4_job_handle_completed(struct vc4_dev *vc4);
diff --git a/drivers/gpu/drm/vc4/vc4_gem.c b/drivers/gpu/drm/vc4/vc4_gem.c
index 48ce30a..b08f74b 100644
--- a/drivers/gpu/drm/vc4/vc4_gem.c
+++ b/drivers/gpu/drm/vc4/vc4_gem.c
@@ -140,10 +140,10 @@  vc4_save_hang_state(struct drm_device *dev)
 	struct vc4_dev *vc4 = to_vc4_dev(dev);
 	struct drm_vc4_get_hang_state *state;
 	struct vc4_hang_state *kernel_state;
-	struct vc4_exec_info *exec;
+	struct vc4_exec_info *exec[2];
 	struct vc4_bo *bo;
 	unsigned long irqflags;
-	unsigned int i, unref_list_count;
+	unsigned int i, j, unref_list_count, prev_idx;
 
 	kernel_state = kcalloc(1, sizeof(*kernel_state), GFP_KERNEL);
 	if (!kernel_state)
@@ -152,37 +152,55 @@  vc4_save_hang_state(struct drm_device *dev)
 	state = &kernel_state->user_state;
 
 	spin_lock_irqsave(&vc4->job_lock, irqflags);
-	exec = vc4_first_job(vc4);
-	if (!exec) {
+	exec[0] = vc4_first_bin_job(vc4);
+	exec[1] = vc4_first_render_job(vc4);
+	if (!exec[0] && !exec[1]) {
 		spin_unlock_irqrestore(&vc4->job_lock, irqflags);
 		return;
 	}
 
-	unref_list_count = 0;
-	list_for_each_entry(bo, &exec->unref_list, unref_head)
-		unref_list_count++;
+	/* Get the bos from both binner and renderer into hang state. */
+	state->bo_count = 0;
+	for (i = 0; i < 2; i++) {
+		if (!exec[i])
+			continue;
+
+		unref_list_count = 0;
+		list_for_each_entry(bo, &exec[i]->unref_list, unref_head)
+			unref_list_count++;
+		state->bo_count += exec[i]->bo_count + unref_list_count;
+	}
+
+	kernel_state->bo = kcalloc(state->bo_count,
+				   sizeof(*kernel_state->bo), GFP_ATOMIC);
 
-	state->bo_count = exec->bo_count + unref_list_count;
-	kernel_state->bo = kcalloc(state->bo_count, sizeof(*kernel_state->bo),
-				   GFP_ATOMIC);
 	if (!kernel_state->bo) {
 		spin_unlock_irqrestore(&vc4->job_lock, irqflags);
 		return;
 	}
 
-	for (i = 0; i < exec->bo_count; i++) {
-		drm_gem_object_reference(&exec->bo[i]->base);
-		kernel_state->bo[i] = &exec->bo[i]->base;
-	}
+	prev_idx = 0;
+	for (i = 0; i < 2; i++) {
+		if (!exec[i])
+			continue;
 
-	list_for_each_entry(bo, &exec->unref_list, unref_head) {
-		drm_gem_object_reference(&bo->base.base);
-		kernel_state->bo[i] = &bo->base.base;
-		i++;
+		for (j = 0; j < exec[i]->bo_count; j++) {
+			drm_gem_object_reference(&exec[i]->bo[j]->base);
+			kernel_state->bo[j + prev_idx] = &exec[i]->bo[j]->base;
+		}
+
+		list_for_each_entry(bo, &exec[i]->unref_list, unref_head) {
+			drm_gem_object_reference(&bo->base.base);
+			kernel_state->bo[j + prev_idx] = &bo->base.base;
+			j++;
+		}
+		prev_idx = j + 1;
 	}
 
-	state->start_bin = exec->ct0ca;
-	state->start_render = exec->ct1ca;
+	if (exec[0])
+		state->start_bin = exec[0]->ct0ca;
+	if (exec[1])
+		state->start_render = exec[1]->ct1ca;
 
 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
 
@@ -259,7 +277,7 @@  vc4_hangcheck_elapsed(unsigned long data)
 	uint32_t ct0ca, ct1ca;
 
 	/* If idle, we can stop watching for hangs. */
-	if (list_empty(&vc4->job_list))
+	if (list_empty(&vc4->bin_job_list) && list_empty(&vc4->render_job_list))
 		return;
 
 	ct0ca = V3D_READ(V3D_CTNCA(0));
@@ -373,11 +391,13 @@  vc4_flush_caches(struct drm_device *dev)
  * The job_lock should be held during this.
  */
 void
-vc4_submit_next_job(struct drm_device *dev)
+vc4_submit_next_bin_job(struct drm_device *dev)
 {
 	struct vc4_dev *vc4 = to_vc4_dev(dev);
-	struct vc4_exec_info *exec = vc4_first_job(vc4);
+	struct vc4_exec_info *exec;
 
+again:
+	exec = vc4_first_bin_job(vc4);
 	if (!exec)
 		return;
 
@@ -387,11 +407,40 @@  vc4_submit_next_job(struct drm_device *dev)
 	V3D_WRITE(V3D_BPOA, 0);
 	V3D_WRITE(V3D_BPOS, 0);
 
-	if (exec->ct0ca != exec->ct0ea)
+	/* Either put the job in the binner if it uses the binner, or
+	 * immediately move it to the to-be-rendered queue.
+	 */
+	if (exec->ct0ca != exec->ct0ea) {
 		submit_cl(dev, 0, exec->ct0ca, exec->ct0ea);
+	} else {
+		vc4_move_job_to_render(dev, exec);
+		goto again;
+	}
+}
+
+void
+vc4_submit_next_render_job(struct drm_device *dev)
+{
+	struct vc4_dev *vc4 = to_vc4_dev(dev);
+	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
+
+	if (!exec)
+		return;
+
 	submit_cl(dev, 1, exec->ct1ca, exec->ct1ea);
 }
 
+void
+vc4_move_job_to_render(struct drm_device *dev, struct vc4_exec_info *exec)
+{
+	struct vc4_dev *vc4 = to_vc4_dev(dev);
+	bool was_empty = list_empty(&vc4->render_job_list);
+
+	list_move_tail(&exec->head, &vc4->render_job_list);
+	if (was_empty)
+		vc4_submit_next_render_job(dev);
+}
+
 static void
 vc4_update_bo_seqnos(struct vc4_exec_info *exec, uint64_t seqno)
 {
@@ -430,14 +479,14 @@  vc4_queue_submit(struct drm_device *dev, struct vc4_exec_info *exec)
 	exec->seqno = seqno;
 	vc4_update_bo_seqnos(exec, seqno);
 
-	list_add_tail(&exec->head, &vc4->job_list);
+	list_add_tail(&exec->head, &vc4->bin_job_list);
 
 	/* If no job was executing, kick ours off.  Otherwise, it'll
-	 * get started when the previous job's frame done interrupt
+	 * get started when the previous job's flush done interrupt
 	 * occurs.
 	 */
-	if (vc4_first_job(vc4) == exec) {
-		vc4_submit_next_job(dev);
+	if (vc4_first_bin_job(vc4) == exec) {
+		vc4_submit_next_bin_job(dev);
 		vc4_queue_hangcheck(dev);
 	}
 
@@ -828,7 +877,8 @@  vc4_gem_init(struct drm_device *dev)
 {
 	struct vc4_dev *vc4 = to_vc4_dev(dev);
 
-	INIT_LIST_HEAD(&vc4->job_list);
+	INIT_LIST_HEAD(&vc4->bin_job_list);
+	INIT_LIST_HEAD(&vc4->render_job_list);
 	INIT_LIST_HEAD(&vc4->job_done_list);
 	INIT_LIST_HEAD(&vc4->seqno_cb_list);
 	spin_lock_init(&vc4->job_lock);
diff --git a/drivers/gpu/drm/vc4/vc4_irq.c b/drivers/gpu/drm/vc4/vc4_irq.c
index b68060e..b02e728 100644
--- a/drivers/gpu/drm/vc4/vc4_irq.c
+++ b/drivers/gpu/drm/vc4/vc4_irq.c
@@ -30,6 +30,10 @@ 
  * disables that specific interrupt, and 0s written are ignored
  * (reading either one returns the set of enabled interrupts).
  *
+ * When we take a binning flush done interrupt, we need to submit the
+ * next frame for binning and move the finished frame to the render
+ * thread.
+ *
  * When we take a render frame interrupt, we need to wake the
  * processes waiting for some frame to be done, and get the next frame
  * submitted ASAP (so the hardware doesn't sit idle when there's work
@@ -44,6 +48,7 @@ 
 #include "vc4_regs.h"
 
 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
+			 V3D_INT_FLDONE | \
 			 V3D_INT_FRDONE)
 
 DECLARE_WAIT_QUEUE_HEAD(render_wait);
@@ -77,7 +82,7 @@  vc4_overflow_mem_work(struct work_struct *work)
 		unsigned long irqflags;
 
 		spin_lock_irqsave(&vc4->job_lock, irqflags);
-		current_exec = vc4_first_job(vc4);
+		current_exec = vc4_first_bin_job(vc4);
 		if (current_exec) {
 			vc4->overflow_mem->seqno = vc4->finished_seqno + 1;
 			list_add_tail(&vc4->overflow_mem->unref_head,
@@ -98,17 +103,43 @@  vc4_overflow_mem_work(struct work_struct *work)
 }
 
 static void
-vc4_irq_finish_job(struct drm_device *dev)
+vc4_irq_finish_bin_job(struct drm_device *dev)
+{
+	struct vc4_dev *vc4 = to_vc4_dev(dev);
+	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
+
+	if (!exec)
+		return;
+
+	vc4_move_job_to_render(dev, exec);
+	vc4_submit_next_bin_job(dev);
+}
+
+static void
+vc4_cancel_bin_job(struct drm_device *dev)
+{
+	struct vc4_dev *vc4 = to_vc4_dev(dev);
+	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
+
+	if (!exec)
+		return;
+
+	list_move_tail(&exec->head, &vc4->bin_job_list);
+	vc4_submit_next_bin_job(dev);
+}
+
+static void
+vc4_irq_finish_render_job(struct drm_device *dev)
 {
 	struct vc4_dev *vc4 = to_vc4_dev(dev);
-	struct vc4_exec_info *exec = vc4_first_job(vc4);
+	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
 
 	if (!exec)
 		return;
 
 	vc4->finished_seqno++;
 	list_move_tail(&exec->head, &vc4->job_done_list);
-	vc4_submit_next_job(dev);
+	vc4_submit_next_render_job(dev);
 
 	wake_up_all(&vc4->job_wait_queue);
 	schedule_work(&vc4->job_done_work);
@@ -125,9 +156,10 @@  vc4_irq(int irq, void *arg)
 	barrier();
 	intctl = V3D_READ(V3D_INTCTL);
 
-	/* Acknowledge the interrupts we're handling here. The render
-	 * frame done interrupt will be cleared, while OUTOMEM will
-	 * stay high until the underlying cause is cleared.
+	/* Acknowledge the interrupts we're handling here. The binner
+	 * last flush / render frame done interrupt will be cleared,
+	 * while OUTOMEM will stay high until the underlying cause is
+	 * cleared.
 	 */
 	V3D_WRITE(V3D_INTCTL, intctl);
 
@@ -138,9 +170,16 @@  vc4_irq(int irq, void *arg)
 		status = IRQ_HANDLED;
 	}
 
+	if (intctl & V3D_INT_FLDONE) {
+		spin_lock(&vc4->job_lock);
+		vc4_irq_finish_bin_job(dev);
+		spin_unlock(&vc4->job_lock);
+		status = IRQ_HANDLED;
+	}
+
 	if (intctl & V3D_INT_FRDONE) {
 		spin_lock(&vc4->job_lock);
-		vc4_irq_finish_job(dev);
+		vc4_irq_finish_render_job(dev);
 		spin_unlock(&vc4->job_lock);
 		status = IRQ_HANDLED;
 	}
@@ -205,6 +244,7 @@  void vc4_irq_reset(struct drm_device *dev)
 	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
 
 	spin_lock_irqsave(&vc4->job_lock, irqflags);
-	vc4_irq_finish_job(dev);
+	vc4_cancel_bin_job(dev);
+	vc4_irq_finish_render_job(dev);
 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
 }