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/*
* Copyright © 2009 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
/**
* Roughly simulates Mesa's current vertex buffer behavior: do a series of
* small pwrites on a moderately-sized buffer, then render using it.
*
* The vertex buffer uploads
*
* You might think of this like a movie player, but that wouldn't be entirely
* accurate, since the access patterns of the memory would be different
* (generally, smaller source image, upscaled, an thus different memory access
* pattern in both texel fetch for the stretching and the destination writes).
* However, some things like swfdec would be doing something like this since
* they compute their data in host memory and upload the full sw rendered
* frame.
*/
#include "igt.h"
#include "i915/gem_create.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <fcntl.h>
#include <inttypes.h>
#include <errno.h>
#include <sys/stat.h>
#include <sys/time.h>
/* Happens to be 128k, the size of the VBOs used by i965's Mesa driver. */
#define OBJECT_WIDTH 256
#define OBJECT_HEIGHT 128
static double
get_time_in_secs(void)
{
struct timeval tv;
gettimeofday(&tv, NULL);
return (double)tv.tv_sec + tv.tv_usec / 1000000.0;
}
static void
do_render(int i915, uint32_t dst_handle)
{
struct drm_i915_gem_execbuffer2 exec = {};
struct drm_i915_gem_exec_object2 obj[3] = {};
struct drm_i915_gem_relocation_entry reloc[2];
static uint32_t seed = 1;
uint32_t data[OBJECT_WIDTH * OBJECT_HEIGHT];
uint64_t size = OBJECT_WIDTH * OBJECT_HEIGHT * 4, bb_size = 4096;
uint32_t src_handle, bb_handle, *bb;
uint32_t gen = intel_gen(intel_get_drm_devid(i915));
const bool has_64b_reloc = gen >= 8;
int i;
bb_handle = gem_create_from_pool(i915, &bb_size, REGION_SMEM);
src_handle = gem_create_from_pool(i915, &size, REGION_SMEM);
/* Upload some junk. Real workloads would be doing a lot more
* work to generate the junk.
*/
for (i = 0; i < OBJECT_WIDTH * OBJECT_HEIGHT; i++) {
int subsize, j;
/* Choose a size from 1 to 64 dwords to upload.
* Normal workloads have a distribution of sizes with a
* large tail (something in your scene's going to have a big
* pile of vertices, most likely), but I'm trying to get at
* the cost of the small uploads here.
*/
subsize = random() % 64 + 1;
if (i + subsize > OBJECT_WIDTH * OBJECT_HEIGHT)
subsize = OBJECT_WIDTH * OBJECT_HEIGHT - i;
for (j = 0; j < subsize; j++)
data[j] = seed++;
/* Upload the junk. */
//drm_intel_bo_subdata(src_bo, i * 4, size * 4, data);
gem_write(i915, src_handle, i * 4, data, subsize * 4);
i += subsize;
}
/* Render the junk to the dst. */
bb = gem_mmap__device_coherent(i915, bb_handle, 0, bb_size, PROT_WRITE);
i = 0;
bb[i++] = XY_SRC_COPY_BLT_CMD |
XY_SRC_COPY_BLT_WRITE_ALPHA |
XY_SRC_COPY_BLT_WRITE_RGB |
(6 + 2*(gen >= 8));
bb[i++] = (3 << 24) | /* 32 bits */
(0xcc << 16) | /* copy ROP */
(OBJECT_WIDTH * 4) /* dst pitch */;
bb[i++] = 0; /* dst x1,y1 */
bb[i++] = (OBJECT_HEIGHT << 16) | OBJECT_WIDTH; /* dst x2,y2 */
obj[0].handle = dst_handle;
obj[0].offset = dst_handle * size;
reloc[0].target_handle = dst_handle;
reloc[0].presumed_offset = obj[0].offset;
reloc[0].offset = sizeof(uint32_t) * i;
reloc[0].read_domains = I915_GEM_DOMAIN_RENDER;
reloc[0].write_domain = I915_GEM_DOMAIN_RENDER;
bb[i++] = obj[0].offset;
if (has_64b_reloc)
bb[i++] = obj[0].offset >> 32;
bb[i++] = 0; /* src x1,y1 */
bb[i++] = OBJECT_WIDTH * 4; /* src pitch */
obj[1].handle = src_handle;
obj[1].offset = src_handle * size;
reloc[1].target_handle = src_handle;
reloc[1].presumed_offset = obj[1].offset;
reloc[1].offset = sizeof(uint32_t) * i;
reloc[1].read_domains = I915_GEM_DOMAIN_RENDER;
reloc[1].write_domain = 0;
bb[i++] = obj[1].offset;
if (has_64b_reloc)
bb[i++] = obj[1].offset >> 32;
obj[2].handle = bb_handle;
obj[2].relocs_ptr = to_user_pointer(reloc);
obj[2].relocation_count = 2;
bb[i++] = MI_BATCH_BUFFER_END;
gem_munmap(bb, bb_size);
exec.buffers_ptr = to_user_pointer(obj);
exec.buffer_count = 3;
exec.flags = gen >= 6 ? I915_EXEC_BLT : 0 | I915_EXEC_NO_RELOC;
gem_execbuf(i915, &exec);
}
int main(int argc, char **argv)
{
double start_time, end_time;
uint32_t dst_handle;
int i915, i;
i915 = drm_open_driver(DRIVER_INTEL);
dst_handle = gem_create(i915, OBJECT_WIDTH * OBJECT_HEIGHT * 4);
/* Prep loop to get us warmed up. */
for (i = 0; i < 60; i++)
do_render(i915, dst_handle);
gem_sync(i915, dst_handle);
/* Do the actual timing. */
start_time = get_time_in_secs();
for (i = 0; i < 1000; i++)
do_render(i915, dst_handle);
gem_sync(i915, dst_handle);
end_time = get_time_in_secs();
printf("%d iterations in %.03f secs: %.01f MB/sec\n", i,
end_time - start_time,
(double)i * OBJECT_WIDTH * OBJECT_HEIGHT * 4 / 1024.0 / 1024.0 /
(end_time - start_time));
close(i915);
}
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