mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
vkd3d: Optimise the GPU VA allocator.
The GPU VA allocator was allocating memory in a way where dereferencing GPU VA required a lock + bsearch() to find the right VA range. Rather than going this route, we turn the common case into O(1) and lock-free by creating a slab allocator which allows us to lookup a pointer directly from a GPU VA with (VA - Base) / PageSize. The number of allocations in the fast path must be limited since we cannot trivially grow the allocator while remaining lock-free for dereferences. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1822,11 +1822,70 @@ static void d3d12_device_destroy_pipeline_cache(struct d3d12_device *device)
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pthread_mutex_destroy(&device->mutex);
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}
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D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_allocator *allocator,
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size_t alignment, size_t size, void *ptr)
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#define VKD3D_VA_FALLBACK_BASE 0x8000000000000000ull
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#define VKD3D_VA_SLAB_BASE 0x0000001000000000ull
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#define VKD3D_VA_SLAB_SIZE_SHIFT 32
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#define VKD3D_VA_SLAB_SIZE (1ull << VKD3D_VA_SLAB_SIZE_SHIFT)
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#define VKD3D_VA_SLAB_COUNT (64 * 1024)
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static D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate_slab(struct vkd3d_gpu_va_allocator *allocator,
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size_t aligned_size, void *ptr)
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{
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struct vkd3d_gpu_va_slab *slab;
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D3D12_GPU_VIRTUAL_ADDRESS address;
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unsigned slab_idx;
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slab = allocator->free_slab;
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allocator->free_slab = slab->ptr;
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slab->size = aligned_size;
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slab->ptr = ptr;
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/* It is critical that the multiplication happens in 64-bit to not
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* overflow. */
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slab_idx = slab - allocator->slabs;
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address = VKD3D_VA_SLAB_BASE + slab_idx * VKD3D_VA_SLAB_SIZE;
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TRACE("Allocated address %#"PRIx64", slab %u, size %zu.\n", address, slab_idx, aligned_size);
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return address;
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}
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static D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate_fallback(struct vkd3d_gpu_va_allocator *allocator,
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size_t alignment, size_t aligned_size, void *ptr)
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{
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struct vkd3d_gpu_va_allocation *allocation;
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D3D12_GPU_VIRTUAL_ADDRESS base, ceiling;
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base = allocator->fallback_floor;
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ceiling = ~(D3D12_GPU_VIRTUAL_ADDRESS)0;
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ceiling -= alignment - 1;
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if (aligned_size > ceiling || ceiling - aligned_size < base)
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return 0;
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base = (base + (alignment - 1)) & ~((D3D12_GPU_VIRTUAL_ADDRESS)alignment - 1);
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if (!vkd3d_array_reserve((void **)&allocator->fallback_allocations, &allocator->fallback_allocations_size,
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allocator->fallback_allocation_count + 1, sizeof(*allocator->fallback_allocations)))
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return 0;
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allocation = &allocator->fallback_allocations[allocator->fallback_allocation_count++];
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allocation->base = base;
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allocation->size = aligned_size;
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allocation->ptr = ptr;
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/* This pointer is bumped and never lowered on a free. However, this will
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* only fail once we have exhausted 63 bits of address space. */
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allocator->fallback_floor = base + aligned_size;
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TRACE("Allocated address %#"PRIx64", size %zu.\n", base, aligned_size);
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return base;
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}
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D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_allocator *allocator,
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size_t alignment, size_t size, void *ptr)
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{
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D3D12_GPU_VIRTUAL_ADDRESS address;
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int rc;
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if (size > ~(size_t)0 - (alignment - 1))
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@ -1839,34 +1898,41 @@ D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_al
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return 0;
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}
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base = allocator->floor;
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ceiling = ~(D3D12_GPU_VIRTUAL_ADDRESS)0;
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ceiling -= alignment - 1;
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if (size > ceiling || ceiling - size < base)
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{
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pthread_mutex_unlock(&allocator->mutex);
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return 0;
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}
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base = (base + (alignment - 1)) & ~((D3D12_GPU_VIRTUAL_ADDRESS)alignment - 1);
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if (!vkd3d_array_reserve((void **)&allocator->allocations, &allocator->allocations_size,
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allocator->allocation_count + 1, sizeof(*allocator->allocations)))
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{
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pthread_mutex_unlock(&allocator->mutex);
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return 0;
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}
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allocation = &allocator->allocations[allocator->allocation_count++];
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allocation->base = base;
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allocation->size = size;
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allocation->ptr = ptr;
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allocator->floor = base + size;
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if (size <= VKD3D_VA_SLAB_SIZE && allocator->free_slab)
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address = vkd3d_gpu_va_allocator_allocate_slab(allocator, size, ptr);
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else
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address = vkd3d_gpu_va_allocator_allocate_fallback(allocator, alignment, size, ptr);
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pthread_mutex_unlock(&allocator->mutex);
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return allocation->base;
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return address;
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}
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static void *vkd3d_gpu_va_allocator_dereference_slab(struct vkd3d_gpu_va_allocator *allocator,
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D3D12_GPU_VIRTUAL_ADDRESS address)
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{
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const struct vkd3d_gpu_va_slab *slab;
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D3D12_GPU_VIRTUAL_ADDRESS base_offset;
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unsigned int slab_idx;
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base_offset = address - VKD3D_VA_SLAB_BASE;
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slab_idx = base_offset >> VKD3D_VA_SLAB_SIZE_SHIFT;
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if (slab_idx >= VKD3D_VA_SLAB_COUNT)
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{
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ERR("Invalid slab index %u for address %#"PRIx64".\n", slab_idx, address);
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return NULL;
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}
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slab = &allocator->slabs[slab_idx];
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base_offset -= slab_idx * VKD3D_VA_SLAB_SIZE;
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if (base_offset >= slab->size)
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{
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ERR("Address %#"PRIx64" is %#"PRIx64" bytes into slab %u of size %zu.\n",
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address, base_offset, slab_idx, slab->size);
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return NULL;
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}
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return slab->ptr;
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}
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static int vkd3d_gpu_va_allocation_compare(const void *k, const void *e)
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@ -1881,30 +1947,94 @@ static int vkd3d_gpu_va_allocation_compare(const void *k, const void *e)
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return 0;
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}
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void *vkd3d_gpu_va_allocator_dereference(struct vkd3d_gpu_va_allocator *allocator,
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static void *vkd3d_gpu_va_allocator_dereference_fallback(struct vkd3d_gpu_va_allocator *allocator,
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D3D12_GPU_VIRTUAL_ADDRESS address)
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{
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struct vkd3d_gpu_va_allocation *allocation;
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allocation = bsearch(&address, allocator->fallback_allocations, allocator->fallback_allocation_count,
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sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
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return allocation ? allocation->ptr : NULL;
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}
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void *vkd3d_gpu_va_allocator_dereference(struct vkd3d_gpu_va_allocator *allocator,
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D3D12_GPU_VIRTUAL_ADDRESS address)
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{
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void *ret;
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int rc;
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/* If we land in the non-fallback region, dereferencing VA is lock-less.
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* The base pointer is immutable, and the only way we can have a data race
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* is if some other thread is poking into the
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* slab_mem_allocation[base_index] block. This can only happen if someone
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* is trying to free the entry while we're dereferencing it, which would
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* be a serious application bug. */
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if (address < VKD3D_VA_FALLBACK_BASE)
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return vkd3d_gpu_va_allocator_dereference_slab(allocator, address);
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/* Slow fallback. */
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if ((rc = pthread_mutex_lock(&allocator->mutex)))
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{
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ERR("Failed to lock mutex, error %d.\n", rc);
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return NULL;
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}
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allocation = bsearch(&address, allocator->allocations, allocator->allocation_count,
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sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
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ret = vkd3d_gpu_va_allocator_dereference_fallback(allocator, address);
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pthread_mutex_unlock(&allocator->mutex);
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return allocation ? allocation->ptr : NULL;
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return ret;
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}
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static void vkd3d_gpu_va_allocator_free_slab(struct vkd3d_gpu_va_allocator *allocator,
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D3D12_GPU_VIRTUAL_ADDRESS address)
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{
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D3D12_GPU_VIRTUAL_ADDRESS base_offset;
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struct vkd3d_gpu_va_slab *slab;
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unsigned int slab_idx;
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base_offset = address - VKD3D_VA_SLAB_BASE;
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slab_idx = base_offset >> VKD3D_VA_SLAB_SIZE_SHIFT;
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if (slab_idx >= VKD3D_VA_SLAB_COUNT)
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{
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ERR("Invalid slab index %u for address %#"PRIx64".\n", slab_idx, address);
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return;
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}
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TRACE("Freeing address %#"PRIx64", slab %u.\n", address, slab_idx);
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slab = &allocator->slabs[slab_idx];
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slab->size = 0;
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slab->ptr = allocator->free_slab;
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allocator->free_slab = slab;
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}
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static void vkd3d_gpu_va_allocator_free_fallback(struct vkd3d_gpu_va_allocator *allocator,
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D3D12_GPU_VIRTUAL_ADDRESS address)
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{
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struct vkd3d_gpu_va_allocation *allocation;
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unsigned int index;
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allocation = bsearch(&address, allocator->fallback_allocations, allocator->fallback_allocation_count,
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sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
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if (!allocation || allocation->base != address)
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{
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ERR("Address %#"PRIx64" does not match any allocation.\n", address);
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return;
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}
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index = allocation - allocator->fallback_allocations;
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--allocator->fallback_allocation_count;
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if (index != allocator->fallback_allocation_count)
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memmove(&allocator->fallback_allocations[index], &allocator->fallback_allocations[index + 1],
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(allocator->fallback_allocation_count - index) * sizeof(*allocation));
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}
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void vkd3d_gpu_va_allocator_free(struct vkd3d_gpu_va_allocator *allocator, D3D12_GPU_VIRTUAL_ADDRESS address)
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{
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struct vkd3d_gpu_va_allocation *allocation;
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unsigned int index;
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int rc;
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if ((rc = pthread_mutex_lock(&allocator->mutex)))
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@ -1913,32 +2043,45 @@ void vkd3d_gpu_va_allocator_free(struct vkd3d_gpu_va_allocator *allocator, D3D12
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return;
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}
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allocation = bsearch(&address, allocator->allocations, allocator->allocation_count,
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sizeof(*allocation), vkd3d_gpu_va_allocation_compare);
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if (allocation && allocation->base == address)
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if (address < VKD3D_VA_FALLBACK_BASE)
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{
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index = allocation - allocator->allocations;
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--allocator->allocation_count;
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if (index != allocator->allocation_count)
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{
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memmove(&allocator->allocations[index], &allocator->allocations[index + 1],
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(allocator->allocation_count - index) * sizeof(*allocation));
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}
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vkd3d_gpu_va_allocator_free_slab(allocator, address);
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pthread_mutex_unlock(&allocator->mutex);
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return;
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}
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vkd3d_gpu_va_allocator_free_fallback(allocator, address);
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pthread_mutex_unlock(&allocator->mutex);
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}
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static bool vkd3d_gpu_va_allocator_init(struct vkd3d_gpu_va_allocator *allocator)
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{
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unsigned int i;
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int rc;
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memset(allocator, 0, sizeof(*allocator));
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allocator->floor = 0x1000;
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allocator->fallback_floor = VKD3D_VA_FALLBACK_BASE;
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/* To remain lock-less, we cannot grow the slabs array after the fact. If
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* we commit to a maximum number of allocations here, we can dereference
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* without taking a lock as the base pointer never changes. We would be
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* able to grow more seamlessly using an array of pointers, but that would
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* make dereferencing slightly less efficient. */
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if (!(allocator->slabs = vkd3d_calloc(VKD3D_VA_SLAB_COUNT, sizeof(*allocator->slabs))))
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return false;
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/* Mark all slabs as free. */
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allocator->free_slab = &allocator->slabs[0];
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for (i = 0; i < VKD3D_VA_SLAB_COUNT - 1; ++i)
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{
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allocator->slabs[i].ptr = &allocator->slabs[i + 1];
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}
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if ((rc = pthread_mutex_init(&allocator->mutex, NULL)))
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{
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ERR("Failed to initialize mutex, error %d.\n", rc);
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vkd3d_free(allocator->slabs);
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return false;
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}
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@ -1954,7 +2097,8 @@ static void vkd3d_gpu_va_allocator_cleanup(struct vkd3d_gpu_va_allocator *alloca
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ERR("Failed to lock mutex, error %d.\n", rc);
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return;
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}
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vkd3d_free(allocator->allocations);
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vkd3d_free(allocator->slabs);
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vkd3d_free(allocator->fallback_allocations);
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pthread_mutex_unlock(&allocator->mutex);
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pthread_mutex_destroy(&allocator->mutex);
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}
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@ -202,20 +202,30 @@ HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker,
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HRESULT vkd3d_fence_worker_stop(struct vkd3d_fence_worker *worker,
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struct d3d12_device *device) DECLSPEC_HIDDEN;
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struct vkd3d_gpu_va_allocation
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{
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D3D12_GPU_VIRTUAL_ADDRESS base;
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SIZE_T size;
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void *ptr;
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};
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struct vkd3d_gpu_va_slab
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{
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SIZE_T size;
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void *ptr;
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};
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struct vkd3d_gpu_va_allocator
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{
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pthread_mutex_t mutex;
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D3D12_GPU_VIRTUAL_ADDRESS floor;
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D3D12_GPU_VIRTUAL_ADDRESS fallback_floor;
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struct vkd3d_gpu_va_allocation *fallback_allocations;
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size_t fallback_allocations_size;
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size_t fallback_allocation_count;
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struct vkd3d_gpu_va_allocation
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{
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D3D12_GPU_VIRTUAL_ADDRESS base;
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SIZE_T size;
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void *ptr;
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} *allocations;
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size_t allocations_size;
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size_t allocation_count;
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struct vkd3d_gpu_va_slab *slabs;
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struct vkd3d_gpu_va_slab *free_slab;
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};
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D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_allocator *allocator,
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