summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/glthread.c
diff options
context:
space:
mode:
authorTimothy Arceri <[email protected]>2019-09-03 13:05:08 +1000
committerTimothy Arceri <[email protected]>2019-09-19 15:03:27 +1000
commit896885025f37484cc693f480ee797e83e3a6f9ee (patch)
tree708b2933294371f2eda952e48fba1bd0b37a54ed /src/mesa/main/glthread.c
parenta2ee29c3daad8fcfe98204f9d8927b0b1a637713 (diff)
util/u_queue: track job size and limit the size of queue growth
When both UTIL_QUEUE_INIT_RESIZE_IF_FULL and UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY are set, we can get into a situation where the queue never executes and grows to a huge size due to all other threads being busy. This is the case with the shader cache when attempting to compile a huge number of shaders up front. If all threads are busy compiling shaders the cache queues memory use can climb into the many GBs very fast. The use of these two flags with the shader cache is intended to allow shaders compiled at runtime to be compiled as fast as possible. To avoid huge memory use but still allow the queue to perform optimally in the run time compilation case, we now add the ability to track memory consumed by the jobs in the queue and limit it to a hardcoded 256MB which should be more than enough. Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/mesa/main/glthread.c')
-rw-r--r--src/mesa/main/glthread.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/main/glthread.c b/src/mesa/main/glthread.c
index 145c5199978..82baad597f9 100644
--- a/src/mesa/main/glthread.c
+++ b/src/mesa/main/glthread.c
@@ -99,7 +99,7 @@ _mesa_glthread_init(struct gl_context *ctx)
struct util_queue_fence fence;
util_queue_fence_init(&fence);
util_queue_add_job(&glthread->queue, ctx, &fence,
- glthread_thread_initialization, NULL);
+ glthread_thread_initialization, NULL, 0);
util_queue_fence_wait(&fence);
util_queue_fence_destroy(&fence);
}
@@ -167,7 +167,7 @@ _mesa_glthread_flush_batch(struct gl_context *ctx)
p_atomic_add(&glthread->stats.num_offloaded_items, next->used);
util_queue_add_job(&glthread->queue, next, &next->fence,
- glthread_unmarshal_batch, NULL);
+ glthread_unmarshal_batch, NULL, 0);
glthread->last = glthread->next;
glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
}