llvmpipe: handle compute shader launch with 0 threads
If you set LP_NUM_THREADS=0 compute shaders would hang,
just execute the workloads in sequence if we have no threads
in the pool.
Fixes: 1b24e3ba75 ("llvmpipe: add compute threadpool + mutex")
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This commit is contained in:
@@ -114,6 +114,15 @@ lp_cs_tpool_queue_task(struct lp_cs_tpool *pool,
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{
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{
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struct lp_cs_tpool_task *task;
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struct lp_cs_tpool_task *task;
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if (pool->num_threads == 0) {
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struct lp_cs_local_mem lmem;
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memset(&lmem, 0, sizeof(lmem));
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for (unsigned t = 0; t < num_iters; t++) {
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work(data, t, &lmem);
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}
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return NULL;
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}
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task = CALLOC_STRUCT(lp_cs_tpool_task);
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task = CALLOC_STRUCT(lp_cs_tpool_task);
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if (!task) {
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if (!task) {
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return NULL;
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return NULL;
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