v3d_runner: buffer pool for QPU dispatch hot path

Per the QPU-default substrate decree 2026-05-23: the per-dispatch
vkAllocateMemory in dispatch_*_qpu was the biggest single fixable
contributor to QPU dispatch overhead.  This pools v3d_buffer
allocations by power-of-2 size class so the second-and-subsequent
dispatch hits a freelist instead of paying ~10-50us of Mesa-V3D7
memory-allocation cost per call.

API additions (v3d_runner.h):
  - v3d_runner_acquire_buffer(): pulls from per-bucket freelist;
    falls through to v3d_runner_create_buffer() on miss.
  - v3d_runner_release_buffer(): pushes back onto the freelist; the
    backing VkBuffer/VkDeviceMemory only get vkFreeMemory'd in
    v3d_runner_destroy().
  - v3d_runner_pool_total_bytes(): diagnostic watermark.

Size classes 2^8..2^23 (256 B to 8 MiB).  Oversize requests fall
through to non-pooled (vkAllocateMemory) for both ends — pool stays
correct, just degenerates to old behaviour for those calls.

Migration: daedalus_core.c dispatch_*_qpu paths globally swap
create_buffer → acquire_buffer and destroy_buffer → release_buffer.
All five QPU dispatch functions (idct8 / lpf / mc_8h / cdef /
h264_deblock) now reuse buffers across calls.  test_api_idct stays
bit-exact (4096/4096 bytes on CPU/QPU/AUTO substrates on hertz).

Microbench (tests/bench_pool_overhead.c) on hertz (Pi 5,
6.18.29+rpt-rpi-2712, V3D 7.1):

  call 0:  434.89 us  (cold — 3x vkAllocateMemory)
  call 1:  100.06 us  (pool hit on all 3 buffers)
  steady-state:
    p50:    76.44 us
    p90:    90.52 us
    mean:   77.95 us
  first-call / steady-state ratio: 5.7x

The remaining ~76us steady-state is dominated by vkQueueWaitIdle +
shader execution + per-call descriptor-set update + command-buffer
allocation — addressed in follow-on tasks 161 (persistent cmdbuf)
and 162 (dmabuf import for dst, eliminates memcpy in/out).

Refs daedalus-fourier task #160.
This commit is contained in:
2026-05-23 19:52:50 +02:00
parent 3ecfc8b0ef
commit 0a042a8e95
5 changed files with 322 additions and 43 deletions
+33
View File
@@ -57,10 +57,43 @@ const char *v3d_runner_device_name(v3d_runner *r);
* host side. The mapping persists for the lifetime of the buffer.
*
* Returns 0 on success, non-zero on failure.
*
* NOTE: prefer v3d_runner_acquire_buffer() on the dispatch hot path —
* create_buffer/destroy_buffer go straight to vkAllocateMemory each
* call, which on V3D7's Mesa stack costs ~10-50us. The acquire/
* release pair pulls from a freelist and pays vkAllocateMemory only
* on a cache miss.
*/
int v3d_runner_create_buffer(v3d_runner *r, size_t size, v3d_buffer *out);
void v3d_runner_destroy_buffer(v3d_runner *r, v3d_buffer *buf);
/*
* Pooled buffer acquisition. Returns a v3d_buffer whose .size is the
* smallest power-of-2 >= the requested size (so callers can pool
* across similar-sized requests). Backed by HOST_VISIBLE |
* HOST_COHERENT memory; mapped pointer is valid.
*
* On cache hit: zero-cost reuse of a previously-released buffer.
* On miss: falls through to v3d_runner_create_buffer(). Release with
* v3d_runner_release_buffer(); pool drains in v3d_runner_destroy().
*
* Lifetime contract: the returned buffer's .mapped contents are
* UNINITIALISED — the previous user's data may still be present.
* Callers that need a clean buffer must memset themselves. This is
* deliberate; the dispatch hot paths immediately overwrite the
* buffer with new coefficients / meta anyway.
*
* Thread-safety: NOT thread-safe. A daedalus_ctx is single-threaded
* by API contract; the pool inherits that constraint.
*/
int v3d_runner_acquire_buffer(v3d_runner *r, size_t size, v3d_buffer *out);
void v3d_runner_release_buffer(v3d_runner *r, v3d_buffer *buf);
/* Pool diagnostics: total allocated bytes (sum across all size
* classes, including currently-released entries). Useful for
* watermark logging. */
size_t v3d_runner_pool_total_bytes(v3d_runner *r);
/* Compute pipeline from a SPIR-V file path. The descriptor-set
* layout exposes `n_ssbos` storage buffer bindings at binding
* indices 0..n_ssbos-1, all visible to the compute stage. A push