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author | Thomas Hellstrom <thellstrom@vmware.com> | 2019-03-04 21:37:40 +0300 |
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committer | Thomas Hellstrom <thellstrom@vmware.com> | 2019-08-15 09:40:05 +0300 |
commit | a0a63940b0c9ebc6d3156bbfe0c2cf7560b580cd (patch) | |
tree | af18fb0b82892b0f63d8f5ebdb7b575a2b52ec79 /drivers/gpu/drm/vmwgfx/vmwgfx_shader.c | |
parent | 6ae8748bf70630c1598bfdeb7e874624a57fd898 (diff) | |
download | linux-a0a63940b0c9ebc6d3156bbfe0c2cf7560b580cd.tar.xz |
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>
Diffstat (limited to 'drivers/gpu/drm/vmwgfx/vmwgfx_shader.c')
-rw-r--r-- | drivers/gpu/drm/vmwgfx/vmwgfx_shader.c | 8 |
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); |