video_core/dma_pusher: The full list of headers at once.
Fetching every u32 from memory leads to a big overhead. So let's fetch all of them as a block if possible. This reduces the Memory::* calls by the dma_pusher by a factor of 10.
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@ -38,13 +38,13 @@ bool DmaPusher::Step() {
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const auto address = gpu.MemoryManager().GpuToCpuAddress(dma_get);
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ASSERT_MSG(address, "Invalid GPU address");
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const CommandHeader command_header{Memory::Read32(*address)};
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GPUVAddr size = dma_put - dma_get;
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ASSERT_MSG(size % sizeof(CommandHeader) == 0, "Invalid aligned GPU addresses");
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command_headers.resize(size / sizeof(CommandHeader));
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dma_get += sizeof(u32);
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Memory::ReadBlock(*address, command_headers.data(), size);
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if (!non_main) {
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dma_mget = dma_get;
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}
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for (const CommandHeader& command_header : command_headers) {
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// now, see if we're in the middle of a command
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if (dma_state.length_pending) {
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@ -91,6 +91,14 @@ bool DmaPusher::Step() {
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break;
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}
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}
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}
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dma_get = dma_put;
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if (!non_main) {
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// TODO (degasus): This is dead code, as dma_mget is never read.
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dma_mget = dma_get;
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}
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} else if (ib_enable && !dma_pushbuffer.empty()) {
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// Current pushbuffer empty, but we have more IB entries to read
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const CommandList& command_list{dma_pushbuffer.front()};
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@ -75,6 +75,8 @@ private:
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GPU& gpu;
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std::vector<CommandHeader> command_headers; ///< Buffer for list of commands fetched at once
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std::queue<CommandList> dma_pushbuffer; ///< Queue of command lists to be processed
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std::size_t dma_pushbuffer_subindex{}; ///< Index within a command list within the pushbuffer
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