diff options
author | Marek Olšák <[email protected]> | 2017-06-21 20:45:38 +0200 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2017-06-26 02:17:03 +0200 |
commit | 5fa69be3c8894a6f313080c3afec7063d5356395 (patch) | |
tree | a90448a576095e0102b7d04452ffb41da9075789 /src/mesa/main | |
parent | 833f3c1c31b1c4dc7742d83eb2db63dcc9b42e1b (diff) |
mesa/glthread: add glthread "perf" counters and pass them to gallium HUD
for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r-- | src/mesa/main/dd.h | 4 | ||||
-rw-r--r-- | src/mesa/main/glthread.c | 21 | ||||
-rw-r--r-- | src/mesa/main/glthread.h | 3 |
3 files changed, 25 insertions, 3 deletions
diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h index 84ed57f2df0..8e382e1e9a4 100644 --- a/src/mesa/main/dd.h +++ b/src/mesa/main/dd.h @@ -50,6 +50,7 @@ struct gl_shader_program; struct gl_texture_image; struct gl_texture_object; struct gl_memory_info; +struct util_queue_monitoring; /* GL_ARB_vertex_buffer_object */ /* Modifies GL_MAP_UNSYNCHRONIZED_BIT to allow driver to fail (return @@ -1039,7 +1040,8 @@ struct dd_function_table { * * Mesa will only call this function if GL multithreading is enabled. */ - void (*SetBackgroundContext)(struct gl_context *ctx); + void (*SetBackgroundContext)(struct gl_context *ctx, + struct util_queue_monitoring *queue_info); /** * \name GL_ARB_sparse_buffer interface diff --git a/src/mesa/main/glthread.c b/src/mesa/main/glthread.c index d467298b639..c71c03778aa 100644 --- a/src/mesa/main/glthread.c +++ b/src/mesa/main/glthread.c @@ -36,6 +36,7 @@ #include "main/glthread.h" #include "main/marshal.h" #include "main/marshal_generated.h" +#include "util/u_atomic.h" #include "util/u_thread.h" @@ -60,7 +61,7 @@ glthread_thread_initialization(void *job, int thread_index) { struct gl_context *ctx = (struct gl_context*)job; - ctx->Driver.SetBackgroundContext(ctx); + ctx->Driver.SetBackgroundContext(ctx, &ctx->GLThread->stats); _glapi_set_context(ctx); } @@ -90,6 +91,7 @@ _mesa_glthread_init(struct gl_context *ctx) util_queue_fence_init(&glthread->batches[i].fence); } + glthread->stats.queue = &glthread->queue; ctx->CurrentClientDispatch = ctx->MarshalExec; ctx->GLThread = glthread; @@ -159,6 +161,8 @@ _mesa_glthread_flush_batch(struct gl_context *ctx) return; } + p_atomic_add(&glthread->stats.num_offloaded_items, next->used); + util_queue_add_job(&glthread->queue, next, &next->fence, glthread_unmarshal_batch, NULL); glthread->last = glthread->next; @@ -188,16 +192,29 @@ _mesa_glthread_finish(struct gl_context *ctx) struct glthread_batch *last = &glthread->batches[glthread->last]; struct glthread_batch *next = &glthread->batches[glthread->next]; + bool synced = false; - if (!util_queue_fence_is_signalled(&last->fence)) + if (!util_queue_fence_is_signalled(&last->fence)) { util_queue_fence_wait(&last->fence); + synced = true; + } if (next->used) { + p_atomic_add(&glthread->stats.num_direct_items, next->used); + /* Since glthread_unmarshal_batch changes the dispatch to direct, * restore it after it's done. */ struct _glapi_table *dispatch = _glapi_get_dispatch(); glthread_unmarshal_batch(next, 0); _glapi_set_dispatch(dispatch); + + /* It's not a sync because we don't enqueue partial batches, but + * it would be a sync if we did. So count it anyway. + */ + synced = true; } + + if (synced) + p_atomic_inc(&glthread->stats.num_syncs); } diff --git a/src/mesa/main/glthread.h b/src/mesa/main/glthread.h index 5b938fdeef9..36692fe5704 100644 --- a/src/mesa/main/glthread.h +++ b/src/mesa/main/glthread.h @@ -65,6 +65,9 @@ struct glthread_state /** Multithreaded queue. */ struct util_queue queue; + /** This is sent to the driver for framebuffer overlay / HUD. */ + struct util_queue_monitoring stats; + /** The ring of batches in memory. */ struct glthread_batch batches[MARSHAL_MAX_BATCHES]; |