bd74da9d2a
this allows frontends to trigger ancillary invalidation before syncing Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21910>
434 lines
14 KiB
C
434 lines
14 KiB
C
/*
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* Copyright © 2012 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/** @file glthread.c
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*
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* Support functions for the glthread feature of Mesa.
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*
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* In multicore systems, many applications end up CPU-bound with about half
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* their time spent inside their rendering thread and half inside Mesa. To
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* alleviate this, we put a shim layer in Mesa at the GL dispatch level that
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* quickly logs the GL commands to a buffer to be processed by a worker
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* thread.
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*/
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#include "main/mtypes.h"
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#include "main/glthread.h"
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#include "main/glthread_marshal.h"
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#include "main/hash.h"
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#include "util/u_atomic.h"
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#include "util/u_thread.h"
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#include "util/u_cpu_detect.h"
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#include "state_tracker/st_context.h"
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static void
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glthread_unmarshal_batch(void *job, void *gdata, int thread_index)
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{
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struct glthread_batch *batch = (struct glthread_batch*)job;
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struct gl_context *ctx = batch->ctx;
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unsigned pos = 0;
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unsigned used = batch->used;
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uint64_t *buffer = batch->buffer;
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struct gl_shared_state *shared = ctx->Shared;
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/* Determine if we should lock the global mutexes. */
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simple_mtx_lock(&shared->Mutex);
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int64_t current_time = os_time_get_nano();
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/* We can only lock the mutexes after NoLockDuration nanoseconds have
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* passed since multiple contexts were active.
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*/
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bool lock_mutexes = shared->GLThread.LastContextSwitchTime +
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shared->GLThread.NoLockDuration < current_time;
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/* Check if multiple contexts are active (the last executing context is
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* different).
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*/
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if (ctx != shared->GLThread.LastExecutingCtx) {
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if (lock_mutexes) {
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/* If we get here, we've been locking the global mutexes for a while
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* and now we are switching contexts. */
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if (shared->GLThread.LastContextSwitchTime +
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120 * ONE_SECOND_IN_NS < current_time) {
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/* If it's been more than 2 minutes of only one active context,
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* indicating that there was no other active context for a long
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* time, reset the no-lock time to its initial state of only 1
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* second. This is most likely an infrequent situation of
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* multi-context loading of game content and shaders.
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* (this is a heuristic)
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*/
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shared->GLThread.NoLockDuration = ONE_SECOND_IN_NS;
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} else if (shared->GLThread.NoLockDuration < 32 * ONE_SECOND_IN_NS) {
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/* Double the no-lock duration if we are transitioning from only
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* one active context to multiple active contexts after a short
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* time, up to a maximum of 32 seconds, indicating that multiple
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* contexts are frequently executing. (this is a heuristic)
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*/
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shared->GLThread.NoLockDuration *= 2;
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}
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lock_mutexes = false;
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}
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/* There are multiple active contexts. Update the last executing context
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* and the last context switch time. We only start locking global mutexes
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* after LastContextSwitchTime + NoLockDuration passes, so this
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* effectively resets the non-locking stopwatch to 0, so that multiple
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* contexts can execute simultaneously as long as they are not idle.
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*/
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shared->GLThread.LastExecutingCtx = ctx;
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shared->GLThread.LastContextSwitchTime = current_time;
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}
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simple_mtx_unlock(&shared->Mutex);
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/* Execute the GL calls. */
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_glapi_set_dispatch(ctx->Dispatch.Current);
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/* Here we lock the mutexes once globally if possible. If not, we just
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* fallback to the individual API calls doing it.
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*/
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if (lock_mutexes) {
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_mesa_HashLockMutex(shared->BufferObjects);
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ctx->BufferObjectsLocked = true;
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simple_mtx_lock(&shared->TexMutex);
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ctx->TexturesLocked = true;
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}
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while (pos < used) {
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const struct marshal_cmd_base *cmd =
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(const struct marshal_cmd_base *)&buffer[pos];
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pos += _mesa_unmarshal_dispatch[cmd->cmd_id](ctx, cmd);
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}
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if (lock_mutexes) {
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ctx->TexturesLocked = false;
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simple_mtx_unlock(&shared->TexMutex);
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ctx->BufferObjectsLocked = false;
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_mesa_HashUnlockMutex(shared->BufferObjects);
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}
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assert(pos == used);
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batch->used = 0;
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unsigned batch_index = batch - ctx->GLThread.batches;
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/* Atomically set this to -1 if it's equal to batch_index. */
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p_atomic_cmpxchg(&ctx->GLThread.LastProgramChangeBatch, batch_index, -1);
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p_atomic_cmpxchg(&ctx->GLThread.LastDListChangeBatchIndex, batch_index, -1);
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p_atomic_inc(&ctx->GLThread.stats.num_batches);
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}
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static void
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glthread_thread_initialization(void *job, void *gdata, int thread_index)
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{
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struct gl_context *ctx = (struct gl_context*)job;
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st_set_background_context(ctx, &ctx->GLThread.stats);
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_glapi_set_context(ctx);
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}
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static void
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_mesa_glthread_init_dispatch(struct gl_context *ctx,
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struct _glapi_table *table)
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{
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_mesa_glthread_init_dispatch0(ctx, table);
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_mesa_glthread_init_dispatch1(ctx, table);
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_mesa_glthread_init_dispatch2(ctx, table);
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_mesa_glthread_init_dispatch3(ctx, table);
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_mesa_glthread_init_dispatch4(ctx, table);
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_mesa_glthread_init_dispatch5(ctx, table);
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_mesa_glthread_init_dispatch6(ctx, table);
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_mesa_glthread_init_dispatch7(ctx, table);
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}
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void
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_mesa_glthread_init(struct gl_context *ctx)
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{
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struct pipe_screen *screen = ctx->screen;
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struct glthread_state *glthread = &ctx->GLThread;
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assert(!glthread->enabled);
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if (!screen->get_param(screen, PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE) ||
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!screen->get_param(screen, PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION))
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return;
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if (!util_queue_init(&glthread->queue, "gl", MARSHAL_MAX_BATCHES - 2,
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1, 0, NULL)) {
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return;
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}
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glthread->VAOs = _mesa_NewHashTable();
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if (!glthread->VAOs) {
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util_queue_destroy(&glthread->queue);
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return;
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}
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_mesa_glthread_reset_vao(&glthread->DefaultVAO);
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glthread->CurrentVAO = &glthread->DefaultVAO;
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ctx->MarshalExec = _mesa_alloc_dispatch_table(true);
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if (!ctx->MarshalExec) {
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_mesa_DeleteHashTable(glthread->VAOs);
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util_queue_destroy(&glthread->queue);
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return;
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}
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_mesa_glthread_init_dispatch(ctx, ctx->MarshalExec);
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for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) {
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glthread->batches[i].ctx = ctx;
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util_queue_fence_init(&glthread->batches[i].fence);
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}
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glthread->next_batch = &glthread->batches[glthread->next];
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glthread->used = 0;
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glthread->stats.queue = &glthread->queue;
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glthread->LastDListChangeBatchIndex = -1;
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/* glthread takes over all L3 pinning */
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ctx->st->pin_thread_counter = ST_L3_PINNING_DISABLED;
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_mesa_glthread_enable(ctx);
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/* Execute the thread initialization function in the thread. */
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struct util_queue_fence fence;
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util_queue_fence_init(&fence);
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util_queue_add_job(&glthread->queue, ctx, &fence,
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glthread_thread_initialization, NULL, 0);
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util_queue_fence_wait(&fence);
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util_queue_fence_destroy(&fence);
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}
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static void
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free_vao(void *data, UNUSED void *userData)
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{
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free(data);
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}
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void
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_mesa_glthread_destroy(struct gl_context *ctx)
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{
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struct glthread_state *glthread = &ctx->GLThread;
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_mesa_glthread_disable(ctx);
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if (util_queue_is_initialized(&glthread->queue)) {
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util_queue_destroy(&glthread->queue);
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for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++)
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util_queue_fence_destroy(&glthread->batches[i].fence);
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_mesa_HashDeleteAll(glthread->VAOs, free_vao, NULL);
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_mesa_DeleteHashTable(glthread->VAOs);
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_mesa_glthread_release_upload_buffer(ctx);
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}
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}
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void _mesa_glthread_enable(struct gl_context *ctx)
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{
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if (ctx->GLThread.enabled ||
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ctx->Dispatch.Current == ctx->Dispatch.ContextLost ||
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ctx->GLThread.DebugOutputSynchronous)
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return;
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ctx->GLThread.enabled = true;
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ctx->GLApi = ctx->MarshalExec;
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/* Update the dispatch only if the dispatch is current. */
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if (_glapi_get_dispatch() == ctx->Dispatch.Current) {
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_glapi_set_dispatch(ctx->GLApi);
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}
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}
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void _mesa_glthread_disable(struct gl_context *ctx)
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{
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if (!ctx->GLThread.enabled)
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return;
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_mesa_glthread_finish(ctx);
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ctx->GLThread.enabled = false;
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ctx->GLApi = ctx->Dispatch.Current;
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/* Update the dispatch only if the dispatch is current. */
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if (_glapi_get_dispatch() == ctx->MarshalExec) {
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_glapi_set_dispatch(ctx->GLApi);
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}
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/* Unbind VBOs in all VAOs that glthread bound for non-VBO vertex uploads
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* to restore original states.
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*/
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if (ctx->API != API_OPENGL_CORE)
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_mesa_glthread_unbind_uploaded_vbos(ctx);
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}
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void
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_mesa_glthread_flush_batch(struct gl_context *ctx)
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{
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struct glthread_state *glthread = &ctx->GLThread;
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if (!glthread->enabled)
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return;
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if (ctx->Dispatch.Current == ctx->Dispatch.ContextLost) {
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_mesa_glthread_disable(ctx);
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return;
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}
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if (!glthread->used)
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return; /* the batch is empty */
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/* Pin threads regularly to the same Zen CCX that the main thread is
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* running on. The main thread can move between CCXs.
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*/
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if (util_get_cpu_caps()->num_L3_caches > 1 &&
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/* driver support */
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ctx->pipe->set_context_param &&
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++glthread->pin_thread_counter % 128 == 0) {
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int cpu = util_get_current_cpu();
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if (cpu >= 0) {
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uint16_t L3_cache = util_get_cpu_caps()->cpu_to_L3[cpu];
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if (L3_cache != U_CPU_INVALID_L3) {
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util_set_thread_affinity(glthread->queue.threads[0],
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util_get_cpu_caps()->L3_affinity_mask[L3_cache],
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NULL, util_get_cpu_caps()->num_cpu_mask_bits);
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ctx->pipe->set_context_param(ctx->pipe,
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PIPE_CONTEXT_PARAM_PIN_THREADS_TO_L3_CACHE,
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L3_cache);
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}
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}
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}
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struct glthread_batch *next = glthread->next_batch;
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p_atomic_add(&glthread->stats.num_offloaded_items, glthread->used);
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next->used = glthread->used;
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util_queue_add_job(&glthread->queue, next, &next->fence,
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glthread_unmarshal_batch, NULL, 0);
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glthread->last = glthread->next;
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glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
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glthread->next_batch = &glthread->batches[glthread->next];
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glthread->used = 0;
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glthread->LastCallList = NULL;
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glthread->LastBindBuffer = NULL;
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}
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/**
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* Waits for all pending batches have been unmarshaled.
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*
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* This can be used by the main thread to synchronize access to the context,
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* since the worker thread will be idle after this.
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*/
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void
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_mesa_glthread_finish(struct gl_context *ctx)
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{
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struct glthread_state *glthread = &ctx->GLThread;
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if (!glthread->enabled)
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return;
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/* If this is called from the worker thread, then we've hit a path that
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* might be called from either the main thread or the worker (such as some
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* dri interface entrypoints), in which case we don't need to actually
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* synchronize against ourself.
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*/
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if (u_thread_is_self(glthread->queue.threads[0]))
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return;
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struct glthread_batch *last = &glthread->batches[glthread->last];
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struct glthread_batch *next = glthread->next_batch;
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bool synced = false;
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if (!util_queue_fence_is_signalled(&last->fence)) {
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util_queue_fence_wait(&last->fence);
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synced = true;
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}
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if (glthread->used) {
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p_atomic_add(&glthread->stats.num_direct_items, glthread->used);
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next->used = glthread->used;
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glthread->used = 0;
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glthread->LastCallList = NULL;
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glthread->LastBindBuffer = NULL;
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/* Since glthread_unmarshal_batch changes the dispatch to direct,
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* restore it after it's done.
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*/
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struct _glapi_table *dispatch = _glapi_get_dispatch();
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glthread_unmarshal_batch(next, NULL, 0);
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_glapi_set_dispatch(dispatch);
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/* It's not a sync because we don't enqueue partial batches, but
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* it would be a sync if we did. So count it anyway.
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*/
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synced = true;
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}
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if (synced)
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p_atomic_inc(&glthread->stats.num_syncs);
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}
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void
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_mesa_glthread_finish_before(struct gl_context *ctx, const char *func)
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{
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_mesa_glthread_finish(ctx);
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/* Uncomment this if you want to know where glthread syncs. */
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/*printf("fallback to sync: %s\n", func);*/
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}
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void
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_mesa_error_glthread_safe(struct gl_context *ctx, GLenum error, bool glthread,
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const char *format, ...)
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{
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if (glthread) {
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_mesa_marshal_InternalSetError(error);
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} else {
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char s[MAX_DEBUG_MESSAGE_LENGTH];
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va_list args;
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va_start(args, format);
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ASSERTED size_t len = vsnprintf(s, MAX_DEBUG_MESSAGE_LENGTH, format, args);
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va_end(args);
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/* Whoever calls _mesa_error should use shorter strings. */
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assert(len < MAX_DEBUG_MESSAGE_LENGTH);
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_mesa_error(ctx, error, "%s", s);
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}
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}
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bool
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_mesa_glthread_invalidate_zsbuf(struct gl_context *ctx)
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{
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struct glthread_state *glthread = &ctx->GLThread;
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if (!glthread->enabled)
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return false;
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_mesa_marshal_InternalInvalidateFramebufferAncillaryMESA();
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return true;
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}
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