drm/i915: Inline sg_next() for the optimised SGL iterator
Avoiding the out-of-line call to sg_next() reduces the kernel execution overhead by 10% in some workloads (for example the Unreal Engine 4 demo Atlantis on 2GiB GTTs) which are dominated by the cost of inserting PTEs due to texture thrashing. We can demonstrate this in a microbenchmark that forces us to rebind the object on every execbuf, where we can measure a 25% improvement, in the time required to execute an execbuf requiring a texture to be rebound, for inlining the sg_next() for large texture sizes. Benchmark: igt/benchmarks/gem_exec_fault Benchmark: igt/benchmarks/gem_exec_trace/Atlantis Signed-off-by: Dave Gordon <david.s.gordon@intel.com> Cc: Chris Wilson <chris@chris-wilson.co.uk> Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk> Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk> Link: http://patchwork.freedesktop.org/patch/msgid/1463741647-15666-5-git-send-email-chris@chris-wilson.co.uk
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