/* * 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 * */ /** * 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 #include #include #include #include #include #include #include #include /* 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; }