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authorThomas Hellstrom <thellstrom@vmware.com>2019-03-04 19:37:40 +0100
committerThomas Hellstrom <thellstrom@vmware.com>2019-06-18 15:18:07 +0200
commit4251fa5fc3bbe3e1df99f60a738d367373ee335f (patch)
tree37f39f0fb74786c68cf1cc01bc1dc8e966367666 /drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
parentMerge tag 'omapdrm-5.3' of git://git.kernel.org/pub/scm/linux/kernel/git/tomba/linux into drm-next (diff)
downloadlinux-dev-4251fa5fc3bbe3e1df99f60a738d367373ee335f.tar.xz
linux-dev-4251fa5fc3bbe3e1df99f60a738d367373ee335f.zip
drm/vmwgfx: Assign eviction priorities to resources
TTM provides a means to assign eviction priorities to buffer object. This means that all buffer objects with a lower priority will be evicted first on memory pressure. Use this to make sure surfaces and in particular non-dirty surfaces are evicted first. Evicting in particular shaders, cotables and contexts imply a significant performance hit on vmwgfx, so make sure these resources are evicted last. Some buffer objects are sub-allocated in user-space which means we can have many resources attached to a single buffer object or resource. In that case the buffer object is given the highest priority of the attached resources. Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com> Reviewed-by: Deepak Rawat <drawat@vmware.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Diffstat (limited to 'drivers/gpu/drm/vmwgfx/vmwgfx_shader.c')
-rw-r--r--drivers/gpu/drm/vmwgfx/vmwgfx_shader.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
index d310d21f0d54..e139fdfd1635 100644
--- a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
+++ b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
@@ -95,6 +95,8 @@ static const struct vmw_res_func vmw_gb_shader_func = {
.res_type = vmw_res_shader,
.needs_backup = true,
.may_evict = true,
+ .prio = 3,
+ .dirty_prio = 3,
.type_name = "guest backed shaders",
.backup_placement = &vmw_mob_placement,
.create = vmw_gb_shader_create,
@@ -106,7 +108,9 @@ static const struct vmw_res_func vmw_gb_shader_func = {
static const struct vmw_res_func vmw_dx_shader_func = {
.res_type = vmw_res_shader,
.needs_backup = true,
- .may_evict = false,
+ .may_evict = true,
+ .prio = 3,
+ .dirty_prio = 3,
.type_name = "dx shaders",
.backup_placement = &vmw_mob_placement,
.create = vmw_dx_shader_create,
@@ -423,7 +427,7 @@ static int vmw_dx_shader_create(struct vmw_resource *res)
WARN_ON_ONCE(!shader->committed);
- if (!list_empty(&res->mob_head)) {
+ if (vmw_resource_mob_attached(res)) {
mutex_lock(&dev_priv->binding_mutex);
ret = vmw_dx_shader_unscrub(res);
mutex_unlock(&dev_priv->binding_mutex);