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167 lines
4.9 KiB
167 lines
4.9 KiB
/*
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* Copyright © 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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*
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*/
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/**
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* Roughly simulates Mesa's current vertex buffer behavior: do a series of
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* small pwrites on a moderately-sized buffer, then render using it.
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*
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* The vertex buffer uploads
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*
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* You might think of this like a movie player, but that wouldn't be entirely
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* accurate, since the access patterns of the memory would be different
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* (generally, smaller source image, upscaled, an thus different memory access
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* pattern in both texel fetch for the stretching and the destination writes).
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* However, some things like swfdec would be doing something like this since
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* they compute their data in host memory and upload the full sw rendered
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* frame.
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*/
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#include "igt.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include <fcntl.h>
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#include <inttypes.h>
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#include <errno.h>
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#include <sys/stat.h>
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#include <sys/time.h>
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/* Happens to be 128k, the size of the VBOs used by i965's Mesa driver. */
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#define OBJECT_WIDTH 256
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#define OBJECT_HEIGHT 128
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static double
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get_time_in_secs(void)
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{
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struct timeval tv;
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gettimeofday(&tv, NULL);
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return (double)tv.tv_sec + tv.tv_usec / 1000000.0;
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}
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static void
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do_render(drm_intel_bufmgr *bufmgr, struct intel_batchbuffer *batch,
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drm_intel_bo *dst_bo, int width, int height)
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{
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uint32_t data[64];
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drm_intel_bo *src_bo;
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int i;
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static uint32_t seed = 1;
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src_bo = drm_intel_bo_alloc(bufmgr, "src", width * height * 4, 4096);
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/* Upload some junk. Real workloads would be doing a lot more
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* work to generate the junk.
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*/
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for (i = 0; i < width * height;) {
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int size, j;
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/* Choose a size from 1 to 64 dwords to upload.
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* Normal workloads have a distribution of sizes with a
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* large tail (something in your scene's going to have a big
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* pile of vertices, most likely), but I'm trying to get at
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* the cost of the small uploads here.
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*/
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size = random() % 64 + 1;
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if (i + size > width * height)
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size = width * height - i;
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for (j = 0; j < size; j++)
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data[j] = seed++;
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/* Upload the junk. */
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drm_intel_bo_subdata(src_bo, i * 4, size * 4, data);
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i += size;
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}
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/* Render the junk to the dst. */
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BLIT_COPY_BATCH_START(0);
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OUT_BATCH((3 << 24) | /* 32 bits */
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(0xcc << 16) | /* copy ROP */
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(width * 4) /* dst pitch */);
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OUT_BATCH(0); /* dst x1,y1 */
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OUT_BATCH((height << 16) | width); /* dst x2,y2 */
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OUT_RELOC(dst_bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
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OUT_BATCH(0); /* src x1,y1 */
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OUT_BATCH(width * 4); /* src pitch */
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OUT_RELOC(src_bo, I915_GEM_DOMAIN_RENDER, 0, 0);
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ADVANCE_BATCH();
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intel_batchbuffer_flush(batch);
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drm_intel_bo_unreference(src_bo);
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}
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int main(int argc, char **argv)
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{
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int fd;
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int object_size = OBJECT_WIDTH * OBJECT_HEIGHT * 4;
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double start_time, end_time;
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drm_intel_bo *dst_bo;
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drm_intel_bufmgr *bufmgr;
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struct intel_batchbuffer *batch;
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int i;
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fd = drm_open_driver(DRIVER_INTEL);
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bufmgr = drm_intel_bufmgr_gem_init(fd, 4096);
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drm_intel_bufmgr_gem_enable_reuse(bufmgr);
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batch = intel_batchbuffer_alloc(bufmgr, intel_get_drm_devid(fd));
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dst_bo = drm_intel_bo_alloc(bufmgr, "dst", object_size, 4096);
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/* Prep loop to get us warmed up. */
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for (i = 0; i < 20; i++) {
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do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
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}
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drm_intel_bo_wait_rendering(dst_bo);
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/* Do the actual timing. */
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start_time = get_time_in_secs();
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for (i = 0; i < 1000; i++) {
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do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
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}
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drm_intel_bo_wait_rendering(dst_bo);
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end_time = get_time_in_secs();
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printf("%d iterations in %.03f secs: %.01f MB/sec\n", i,
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end_time - start_time,
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(double)i * OBJECT_WIDTH * OBJECT_HEIGHT * 4 / 1024.0 / 1024.0 /
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(end_time - start_time));
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intel_batchbuffer_free(batch);
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drm_intel_bufmgr_destroy(bufmgr);
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close(fd);
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return 0;
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}
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