I've been keeping my eye on what's going on with drm/scheduler, and I'm definitely interested in using it. I've got some questions about how to fit it to this HW, though. For this HW, most rendering jobs have two phases: binning and rendering, and the HW has two small FIFOs for descriptions of each type of job to be submitted. The bin portion must be completed before emitting the render. Some jobs may be render only, skipping the bin phase. The render side is what takes most of the time. However, you can usually bin the next frame while rendering the current one, helping keep your shared shader cores busy when you're parsing command lists. The exception is if the next bin depends on your last render (think render-to-texture with texturing in a vertex shader). This makes me think that I should expose two entities for the HW's binner and the renderer. Each VC6 job would have two drm_sched_job: The render job would depend on the fence from the bin job, and bin may or may not depend on the previous render. However, as an extra complication, the MMU is shared between binner and renderer, so I can't schedule a new job with a page table change until the other side finishes up. Is there a good way to express this with drm/scheduler, or should I work around this by internally stalling my job submissions to the HW when a page table change is needed, and then trigger that page table swap and submit once a job completes?
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