radv: Store shaders in VRAM.
authorBas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Sun, 12 Mar 2017 13:12:19 +0000 (14:12 +0100)
committerBas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Mon, 13 Mar 2017 01:14:29 +0000 (02:14 +0100)
Less IFETCH latency on misses. Shader code is write once read many,
so GTT doesn't make much sense anyway.

If it turns out to fragment the CPU visible VRAM too much, we can upload with SDMA.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
src/amd/vulkan/radv_pipeline.c
src/amd/vulkan/radv_pipeline_cache.c

index 723c32c..ce228df 100644 (file)
@@ -410,7 +410,7 @@ static void radv_fill_shader_variant(struct radv_device *device,
                S_00B848_FLOAT_MODE(variant->config.float_mode);
 
        variant->bo = device->ws->buffer_create(device->ws, binary->code_size, 256,
-                                               RADEON_DOMAIN_GTT, RADEON_FLAG_CPU_ACCESS);
+                                               RADEON_DOMAIN_VRAM, RADEON_FLAG_CPU_ACCESS);
 
        void *ptr = device->ws->buffer_map(variant->bo);
        memcpy(ptr, binary->code, binary->code_size);
index 7fc4e78..703400b 100644 (file)
@@ -171,7 +171,7 @@ radv_create_shader_variant_from_pipeline_cache(struct radv_device *device,
                variant->ref_count = 1;
 
                variant->bo = device->ws->buffer_create(device->ws, entry->code_size, 256,
-                                               RADEON_DOMAIN_GTT, RADEON_FLAG_CPU_ACCESS);
+                                               RADEON_DOMAIN_VRAM, RADEON_FLAG_CPU_ACCESS);
 
                void *ptr = device->ws->buffer_map(variant->bo);
                memcpy(ptr, entry->code, entry->code_size);