diff options
-rw-r--r-- | src/gallium/drivers/radeonsi/si_debug_options.h | 1 | ||||
-rw-r--r-- | src/gallium/drivers/radeonsi/si_state_shaders.c | 13 |
2 files changed, 11 insertions, 3 deletions
diff --git a/src/gallium/drivers/radeonsi/si_debug_options.h b/src/gallium/drivers/radeonsi/si_debug_options.h index f4c3e19ed95..019256ca1d1 100644 --- a/src/gallium/drivers/radeonsi/si_debug_options.h +++ b/src/gallium/drivers/radeonsi/si_debug_options.h @@ -1,5 +1,6 @@ OPT_BOOL(clear_db_cache_before_clear, false, "Clear DB cache before fast depth clear") OPT_BOOL(enable_nir, false, "Enable NIR") OPT_BOOL(aux_debug, false, "Generate ddebug_dumps for the auxiliary context") +OPT_BOOL(sync_compile, false, "Always compile synchronously (will cause stalls)") #undef OPT_BOOL diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c index 5bdfd4f6ac1..f57e7730905 100644 --- a/src/gallium/drivers/radeonsi/si_state_shaders.c +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c @@ -1952,6 +1952,10 @@ current_not_ready: /* Use the default (unoptimized) shader for now. */ memset(&key->opt, 0, sizeof(key->opt)); mtx_unlock(&sel->mutex); + + if (sscreen->options.sync_compile) + util_queue_fence_wait(&shader->ready); + goto again; } @@ -2164,12 +2168,12 @@ void si_schedule_initial_compile(struct si_context *sctx, unsigned processor, util_queue_fence_init(ready_fence); struct util_async_debug_callback async_debug; - bool wait = + bool debug = (sctx->debug.debug_message && !sctx->debug.async) || sctx->is_debug || si_can_dump_shader(sctx->screen, processor); - if (wait) { + if (debug) { u_async_debug_init(&async_debug); compiler_ctx_state->debug = async_debug.base; } @@ -2177,11 +2181,14 @@ void si_schedule_initial_compile(struct si_context *sctx, unsigned processor, util_queue_add_job(&sctx->screen->shader_compiler_queue, job, ready_fence, execute, NULL); - if (wait) { + if (debug) { util_queue_fence_wait(ready_fence); u_async_debug_drain(&async_debug, &sctx->debug); u_async_debug_cleanup(&async_debug); } + + if (sctx->screen->options.sync_compile) + util_queue_fence_wait(ready_fence); } /* Return descriptor slot usage masks from the given shader info. */ |