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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 <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(drm_intel_bufmgr *bufmgr, struct intel_batchbuffer *batch,
drm_intel_bo *dst_bo, int width, int height)
{
uint32_t data[64];
drm_intel_bo *src_bo;
int i;
static uint32_t seed = 1;
src_bo = drm_intel_bo_alloc(bufmgr, "src", width * height * 4, 4096);
/* Upload some junk. Real workloads would be doing a lot more
* work to generate the junk.
*/
for (i = 0; i < width * height;) {
int size, 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.
*/
size = random() % 64 + 1;
if (i + size > width * height)
size = width * height - i;
for (j = 0; j < size; j++)
data[j] = seed++;
/* Upload the junk. */
drm_intel_bo_subdata(src_bo, i * 4, size * 4, data);
i += size;
}
/* Render the junk to the dst. */
BLIT_COPY_BATCH_START(0);
OUT_BATCH((3 << 24) | /* 32 bits */
(0xcc << 16) | /* copy ROP */
(width * 4) /* dst pitch */);
OUT_BATCH(0); /* dst x1,y1 */
OUT_BATCH((height << 16) | width); /* dst x2,y2 */
OUT_RELOC(dst_bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
OUT_BATCH(0); /* src x1,y1 */
OUT_BATCH(width * 4); /* src pitch */
OUT_RELOC(src_bo, I915_GEM_DOMAIN_RENDER, 0, 0);
ADVANCE_BATCH();
intel_batchbuffer_flush(batch);
drm_intel_bo_unreference(src_bo);
}
int main(int argc, char **argv)
{
int fd;
int object_size = OBJECT_WIDTH * OBJECT_HEIGHT * 4;
double start_time, end_time;
drm_intel_bo *dst_bo;
drm_intel_bufmgr *bufmgr;
struct intel_batchbuffer *batch;
int i;
fd = drm_open_driver(DRIVER_INTEL);
bufmgr = drm_intel_bufmgr_gem_init(fd, 4096);
drm_intel_bufmgr_gem_enable_reuse(bufmgr);
batch = intel_batchbuffer_alloc(bufmgr, intel_get_drm_devid(fd));
dst_bo = drm_intel_bo_alloc(bufmgr, "dst", object_size, 4096);
/* Prep loop to get us warmed up. */
for (i = 0; i < 20; i++) {
do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
}
drm_intel_bo_wait_rendering(dst_bo);
/* Do the actual timing. */
start_time = get_time_in_secs();
for (i = 0; i < 1000; i++) {
do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
}
drm_intel_bo_wait_rendering(dst_bo);
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));
intel_batchbuffer_free(batch);
drm_intel_bufmgr_destroy(bufmgr);
close(fd);
return 0;
}