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  • Iago Toral's avatar
    v3dv: don't use a dedicated BO for each occlusion query · bed3f31f
    Iago Toral authored
    
    
    Dedicated BOs waste memory and are also a significant cause of CPU
    overhead when applications use hundreds of them per frame due to
    all the work the kernel has to do to page in all these BOs for a job.
    The UE4 Vehicle demo was hitting this causing it to freeze and stutter
    under 1fps.
    
    The hardware allows us to setup groups of 16 queries in consecutive
    4-byte addresses, requiring only that each group of 16 queries is
    aligned to a 1024 byte boundary. With this change, we allocate all
    the queries in a pool in a single BO and we assign them different
    offsets based on the above restriction. This eliminates the freezes
    and stutters in the Vehicle sample.
    
    One caveat of this solution is that we can only wait or test for
    completion of a query by testing if the GPU is still using its BO,
    which basically means that we can only wait for all active queries
    in a pool to complete and not just the ones being requested by the
    API. Since the Vulkan recommendation is to use a different query
    pool per frame this should not be a big issue though.
    
    If this ever becomes a problem (for example if an application does't
    follow the recommendation and instead allocates a single pool and
    splits its queries between frames), we could try to group queries
    in a pool into a number of BOs to try and find a balance, but for
    now this should work fine in most cases.
    
    Reviewed-by: default avatarAlejandro Piñeiro <apinheiro@igalia.com>
    Part-of: <mesa/mesa!10253>
    bed3f31f