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+/*
+ * Copyright © 2009 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ *
+ * Authors:
+ * Eric Anholt <eric@anholt.net>
+ *
+ */
+
+/**
+ * Roughly simulates Mesa's current vertex buffer behavior: do a series of
+ * small pwrites on a moderately-sized buffer, then render using it.
+ *
+ * The vertex buffer uploads
+ *
+ * You might think of this like a movie player, but that wouldn't be entirely
+ * accurate, since the access patterns of the memory would be different
+ * (generally, smaller source image, upscaled, an thus different memory access
+ * pattern in both texel fetch for the stretching and the destination writes).
+ * However, some things like swfdec would be doing something like this since
+ * they compute their data in host memory and upload the full sw rendered
+ * frame.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <assert.h>
+#include <fcntl.h>
+#include <inttypes.h>
+#include <errno.h>
+#include <sys/stat.h>
+#include <sys/time.h>
+#include "drm.h"
+#include "i915_drm.h"
+#include "drmtest.h"
+#include "intel_bufmgr.h"
+#include "intel_batchbuffer.h"
+#include "intel_gpu_tools.h"
+
+/* Happens to be 128k, the size of the VBOs used by i965's Mesa driver. */
+#define OBJECT_WIDTH 256
+#define OBJECT_HEIGHT 128
+
+static double
+get_time_in_secs(void)
+{
+ struct timeval tv;
+
+ gettimeofday(&tv, NULL);
+
+ return (double)tv.tv_sec + tv.tv_usec / 1000000.0;
+}
+
+static void
+do_render(drm_intel_bufmgr *bufmgr, struct intel_batchbuffer *batch,
+ drm_intel_bo *dst_bo, int width, int height)
+{
+ uint32_t data[64];
+ drm_intel_bo *src_bo;
+ int i;
+ static uint32_t seed = 1;
+
+ src_bo = drm_intel_bo_alloc(bufmgr, "src", width * height * 4, 4096);
+
+ /* Upload some junk. Real workloads would be doing a lot more
+ * work to generate the junk.
+ */
+ for (i = 0; i < width * height;) {
+ int size, j;
+
+ /* Choose a size from 1 to 64 dwords to upload.
+ * Normal workloads have a distribution of sizes with a
+ * large tail (something in your scene's going to have a big
+ * pile of vertices, most likely), but I'm trying to get at
+ * the cost of the small uploads here.
+ */
+ size = random() % 64 + 1;
+ if (i + size > width * height)
+ size = width * height - i;
+
+ for (j = 0; j < size; j++)
+ data[j] = seed++;
+
+ /* Upload the junk. */
+ drm_intel_bo_subdata(src_bo, i * 4, size * 4, data);
+
+ i += size;
+ }
+
+ /* Render the junk to the dst. */
+ BEGIN_BATCH(8);
+ OUT_BATCH(XY_SRC_COPY_BLT_CMD |
+ XY_SRC_COPY_BLT_WRITE_ALPHA |
+ XY_SRC_COPY_BLT_WRITE_RGB);
+ OUT_BATCH((3 << 24) | /* 32 bits */
+ (0xcc << 16) | /* copy ROP */
+ (width * 4) /* dst pitch */);
+ OUT_BATCH(0); /* dst x1,y1 */
+ OUT_BATCH((height << 16) | width); /* dst x2,y2 */
+ OUT_RELOC(dst_bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
+ OUT_BATCH(0); /* src x1,y1 */
+ OUT_BATCH(width * 4); /* src pitch */
+ OUT_RELOC(src_bo, I915_GEM_DOMAIN_RENDER, 0, 0);
+ ADVANCE_BATCH();
+
+ intel_batchbuffer_flush(batch);
+
+ drm_intel_bo_unreference(src_bo);
+}
+
+int main(int argc, char **argv)
+{
+ int fd;
+ int object_size = OBJECT_WIDTH * OBJECT_HEIGHT * 4;
+ double start_time, end_time;
+ drm_intel_bo *dst_bo;
+ drm_intel_bufmgr *bufmgr;
+ struct intel_batchbuffer *batch;
+ int i;
+
+ fd = drm_open_any();
+
+ bufmgr = drm_intel_bufmgr_gem_init(fd, 4096);
+ drm_intel_bufmgr_gem_enable_reuse(bufmgr);
+
+ batch = intel_batchbuffer_alloc(bufmgr, intel_get_drm_devid(fd));
+
+ dst_bo = drm_intel_bo_alloc(bufmgr, "dst", object_size, 4096);
+
+ /* Prep loop to get us warmed up. */
+ for (i = 0; i < 20; i++) {
+ do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
+ }
+ drm_intel_bo_wait_rendering(dst_bo);
+
+ /* Do the actual timing. */
+ start_time = get_time_in_secs();
+ for (i = 0; i < 1000; i++) {
+ do_render(bufmgr, batch, dst_bo, OBJECT_WIDTH, OBJECT_HEIGHT);
+ }
+ drm_intel_bo_wait_rendering(dst_bo);
+ end_time = get_time_in_secs();
+
+ printf("%d iterations in %.03f secs: %.01f MB/sec\n", i,
+ end_time - start_time,
+ (double)i * OBJECT_WIDTH * OBJECT_HEIGHT * 4 / 1024.0 / 1024.0 /
+ (end_time - start_time));
+
+ intel_batchbuffer_free(batch);
+ drm_intel_bufmgr_destroy(bufmgr);
+
+ close(fd);
+
+ return 0;
+}