intel/compiler: Add id parameter to shader_perf_log callback

There are two problems with the current architecture.

In OpenGL, the id is supposed to be a unique identifier for a particular
log source.  This is done so that applications can (theoretically)
filter particular log messages.  The debug callback infrastructure in
Mesa assigns a uniqe value when a value of 0 is passed in.  This causes
the id to get set once to a unique value for each message.

By passing a stack variable that is initialized to 0 on every call,
every time the same message is logged, it will have a different id.
This isn't great, but it's also not catastrophic.

When threaded shader compiles are used, the id *pointer* is saved and
dereferenced at a possibly much later time on a possibly different
thread.  This causes one thread to access the stack from a different
thread... and that stack frame might not be valid any more. :(

I have not observed any crashes related to this particular issue.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12136>
This commit is contained in:
Ian Romanick
2021-07-29 14:27:57 -07:00
committed by Marge Bot
parent 043c5bf966
commit 5ffbee84a4
11 changed files with 62 additions and 59 deletions
+5 -5
View File
@@ -2848,11 +2848,11 @@ vec4_visitor::run()
bool allocated_without_spills = reg_allocate();
if (!allocated_without_spills) {
compiler->shader_perf_log(log_data,
"%s shader triggered register spilling. "
"Try reducing the number of live vec4 values "
"to improve performance.\n",
stage_name);
brw_shader_perf_log(compiler, log_data,
"%s shader triggered register spilling. "
"Try reducing the number of live vec4 values "
"to improve performance.\n",
stage_name);
while (!reg_allocate()) {
if (failed)