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Commit 63d15326 authored by Dave Gordon's avatar Dave Gordon Committed by Chris Wilson
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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: default avatarDave Gordon <david.s.gordon@intel.com>
Cc: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: default avatarChris Wilson <chris@chris-wilson.co.uk>
Signed-off-by: default avatarChris Wilson <chris@chris-wilson.co.uk>
Link: http://patchwork.freedesktop.org/patch/msgid/1463741647-15666-5-git-send-email-chris@chris-wilson.co.uk
parent 85d1225e
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