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1 /*
2  * Copyright © 2009 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  *
23  * Authors:
24  *    Eric Anholt <eric@anholt.net>
25  *
26  */
27 
28 /**
29  * Roughly simulates Mesa's current vertex buffer behavior: do a series of
30  * small pwrites on a moderately-sized buffer, then render using it.
31  *
32  * The vertex buffer uploads
33  *
34  * You might think of this like a movie player, but that wouldn't be entirely
35  * accurate, since the access patterns of the memory would be different
36  * (generally, smaller source image, upscaled, an thus different memory access
37  * pattern in both texel fetch for the stretching and the destination writes).
38  * However, some things like swfdec would be doing something like this since
39  * they compute their data in host memory and upload the full sw rendered
40  * frame.
41  */
42 
43 #include "igt.h"
44 #include <stdlib.h>
45 #include <stdio.h>
46 #include <string.h>
47 #include <assert.h>
48 #include <fcntl.h>
49 #include <inttypes.h>
50 #include <errno.h>
51 #include <sys/stat.h>
52 #include <sys/time.h>
53 
54 /* Happens to be 128k, the size of the VBOs used by i965's Mesa driver. */
55 #define OBJECT_WIDTH	256
56 #define OBJECT_HEIGHT	128
57 
58 static double
get_time_in_secs(void)59 get_time_in_secs(void)
60 {
61 	struct timeval tv;
62 
63 	gettimeofday(&tv, NULL);
64 
65 	return (double)tv.tv_sec + tv.tv_usec / 1000000.0;
66 }
67 
68 static void
do_render(drm_intel_bufmgr * bufmgr,struct intel_batchbuffer * batch,drm_intel_bo * dst_bo,int width,int height)69 do_render(drm_intel_bufmgr *bufmgr, struct intel_batchbuffer *batch,
70 	  drm_intel_bo *dst_bo, int width, int height)
71 {
72 	uint32_t data[64];
73 	drm_intel_bo *src_bo;
74 	int i;
75 	static uint32_t seed = 1;
76 
77 	src_bo = drm_intel_bo_alloc(bufmgr, "src", width * height * 4, 4096);
78 
79 	/* Upload some junk.  Real workloads would be doing a lot more
80 	 * work to generate the junk.
81 	 */
82 	for (i = 0; i < width * height;) {
83 		int size, j;
84 
85 		/* Choose a size from 1 to 64 dwords to upload.
86 		 * Normal workloads have a distribution of sizes with a
87 		 * large tail (something in your scene's going to have a big
88 		 * pile of vertices, most likely), but I'm trying to get at
89 		 * the cost of the small uploads here.
90 		 */
91 		size = random() % 64 + 1;
92 		if (i + size > width * height)
93 			size = width * height - i;
94 
95 		for (j = 0; j < size; j++)
96 			data[j] = seed++;
97 
98 		/* Upload the junk. */
99 		drm_intel_bo_subdata(src_bo, i * 4, size * 4, data);
100 
101 		i += size;
102 	}
103 
104 	/* Render the junk to the dst. */
105 	BLIT_COPY_BATCH_START(0);
106 	OUT_BATCH((3 << 24) | /* 32 bits */
107 		  (0xcc << 16) | /* copy ROP */
108 		  (width * 4) /* dst pitch */);
109 	OUT_BATCH(0); /* dst x1,y1 */
110 	OUT_BATCH((height << 16) | width); /* dst x2,y2 */
111 	OUT_RELOC(dst_bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
112 	OUT_BATCH(0); /* src x1,y1 */
113 	OUT_BATCH(width * 4); /* src pitch */
114 	OUT_RELOC(src_bo, I915_GEM_DOMAIN_RENDER, 0, 0);
115 	ADVANCE_BATCH();
116 
117 	intel_batchbuffer_flush(batch);
118 
119 	drm_intel_bo_unreference(src_bo);
120 }
121 
main(int argc,char ** argv)122 int main(int argc, char **argv)
123 {
124 	int fd;
125 	int object_size = OBJECT_WIDTH * OBJECT_HEIGHT * 4;
126 	double start_time, end_time;
127 	drm_intel_bo *dst_bo;
128 	drm_intel_bufmgr *bufmgr;
129 	struct intel_batchbuffer *batch;
130 	int i;
131 
132 	fd = drm_open_driver(DRIVER_INTEL);
133 
134 	bufmgr = drm_intel_bufmgr_gem_init(fd, 4096);
135 	drm_intel_bufmgr_gem_enable_reuse(bufmgr);
136 
137 	batch = intel_batchbuffer_alloc(bufmgr, intel_get_drm_devid(fd));
138 
139 	dst_bo = drm_intel_bo_alloc(bufmgr, "dst", object_size, 4096);
140 
141 	/* Prep loop to get us warmed up. */
142 	for (i = 0; i < 20; i++) {
143 		do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
144 	}
145 	drm_intel_bo_wait_rendering(dst_bo);
146 
147 	/* Do the actual timing. */
148 	start_time = get_time_in_secs();
149 	for (i = 0; i < 1000; i++) {
150 		do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
151 	}
152 	drm_intel_bo_wait_rendering(dst_bo);
153 	end_time = get_time_in_secs();
154 
155 	printf("%d iterations in %.03f secs: %.01f MB/sec\n", i,
156 	       end_time - start_time,
157 	       (double)i * OBJECT_WIDTH * OBJECT_HEIGHT * 4 / 1024.0 / 1024.0 /
158 	       (end_time - start_time));
159 
160 	intel_batchbuffer_free(batch);
161 	drm_intel_bufmgr_destroy(bufmgr);
162 
163 	close(fd);
164 
165 	return 0;
166 }
167