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-rw-r--r--src/mesa/main/glthread.c228
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diff --git a/src/mesa/main/glthread.c b/src/mesa/main/glthread.c
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+/*
+ * Copyright © 2012 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/** @file glthread.c
+ *
+ * Support functions for the glthread feature of Mesa.
+ *
+ * In multicore systems, many applications end up CPU-bound with about half
+ * their time spent inside their rendering thread and half inside Mesa. To
+ * alleviate this, we put a shim layer in Mesa at the GL dispatch level that
+ * quickly logs the GL commands to a buffer to be processed by a worker
+ * thread.
+ */
+
+#include "main/mtypes.h"
+#include "main/glthread.h"
+#include "main/marshal.h"
+#include "main/marshal_generated.h"
+
+#ifdef HAVE_PTHREAD
+
+static void
+glthread_allocate_batch(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ /* TODO: handle memory allocation failure. */
+ glthread->batch = calloc(1, sizeof(*glthread->batch));
+ if (!glthread->batch)
+ return;
+ glthread->batch->buffer = malloc(MARSHAL_MAX_CMD_SIZE);
+}
+
+static void
+glthread_unmarshal_batch(struct gl_context *ctx, struct glthread_batch *batch)
+{
+ free(batch->buffer);
+ free(batch);
+}
+
+static void *
+glthread_worker(void *data)
+{
+ struct gl_context *ctx = data;
+ struct glthread_state *glthread = ctx->GLThread;
+
+ ctx->Driver.SetBackgroundContext(ctx);
+ _glapi_set_context(ctx);
+
+ pthread_mutex_lock(&glthread->mutex);
+
+ while (true) {
+ struct glthread_batch *batch;
+
+ /* Block (dropping the lock) until new work arrives for us. */
+ while (!glthread->batch_queue && !glthread->shutdown) {
+ pthread_cond_broadcast(&glthread->work_done);
+ pthread_cond_wait(&glthread->new_work, &glthread->mutex);
+ }
+
+ batch = glthread->batch_queue;
+
+ if (glthread->shutdown && !batch) {
+ pthread_cond_broadcast(&glthread->work_done);
+ pthread_mutex_unlock(&glthread->mutex);
+ return NULL;
+ }
+ glthread->batch_queue = batch->next;
+ if (glthread->batch_queue_tail == &batch->next)
+ glthread->batch_queue_tail = &glthread->batch_queue;
+
+ glthread->busy = true;
+ pthread_mutex_unlock(&glthread->mutex);
+
+ glthread_unmarshal_batch(ctx, batch);
+
+ pthread_mutex_lock(&glthread->mutex);
+ glthread->busy = false;
+ }
+
+ /* UNREACHED */
+ return NULL;
+}
+
+void
+_mesa_glthread_init(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = calloc(1, sizeof(*glthread));
+
+ if (!glthread)
+ return;
+
+ pthread_mutex_init(&glthread->mutex, NULL);
+ pthread_cond_init(&glthread->new_work, NULL);
+ pthread_cond_init(&glthread->work_done, NULL);
+
+ glthread->batch_queue_tail = &glthread->batch_queue;
+ ctx->GLThread = glthread;
+
+ glthread_allocate_batch(ctx);
+
+ pthread_create(&glthread->thread, NULL, glthread_worker, ctx);
+}
+
+void
+_mesa_glthread_destroy(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ if (!glthread)
+ return;
+
+ _mesa_glthread_flush_batch(ctx);
+
+ pthread_mutex_lock(&glthread->mutex);
+ glthread->shutdown = true;
+ pthread_cond_broadcast(&glthread->new_work);
+ pthread_mutex_unlock(&glthread->mutex);
+
+ /* Since this waits for the thread to exit, it means that all queued work
+ * will have been completed.
+ */
+ pthread_join(glthread->thread, NULL);
+
+ pthread_cond_destroy(&glthread->new_work);
+ pthread_cond_destroy(&glthread->work_done);
+ pthread_mutex_destroy(&glthread->mutex);
+
+ /* Due to the join above, there should be one empty batch allocated at this
+ * point, and no batches queued.
+ */
+ assert(!glthread->batch->used);
+ assert(!glthread->batch->next);
+ free(glthread->batch);
+ assert(!glthread->batch_queue);
+
+ free(glthread);
+ ctx->GLThread = NULL;
+}
+
+void
+_mesa_glthread_flush_batch(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+ struct glthread_batch *batch;
+
+ if (!glthread)
+ return;
+
+ batch = glthread->batch;
+ if (!batch->used)
+ return;
+
+ /* Immediately reallocate a new batch, since the next marshalled call would
+ * just do it.
+ */
+ glthread_allocate_batch(ctx);
+
+ /* Debug: execute the batch immediately from this thread.
+ *
+ * Note that glthread_unmarshal_batch() changes the dispatch table so we'll
+ * need to restore it when it returns.
+ */
+ if (false) {
+ glthread_unmarshal_batch(ctx, batch);
+ return;
+ }
+
+ pthread_mutex_lock(&glthread->mutex);
+ *glthread->batch_queue_tail = batch;
+ glthread->batch_queue_tail = &batch->next;
+ pthread_cond_broadcast(&glthread->new_work);
+ pthread_mutex_unlock(&glthread->mutex);
+}
+
+/**
+ * Waits for all pending batches have been unmarshaled.
+ *
+ * This can be used by the main thread to synchronize access to the context,
+ * since the worker thread will be idle after this.
+ */
+void
+_mesa_glthread_finish(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ if (!glthread)
+ return;
+
+ /* If this is called from the worker thread, then we've hit a path that
+ * might be called from either the main thread or the worker (such as some
+ * dri interface entrypoints), in which case we don't need to actually
+ * synchronize against ourself.
+ */
+ if (pthread_self() == glthread->thread)
+ return;
+
+ _mesa_glthread_flush_batch(ctx);
+
+ pthread_mutex_lock(&glthread->mutex);
+
+ while (glthread->batch_queue || glthread->busy)
+ pthread_cond_wait(&glthread->work_done, &glthread->mutex);
+
+ pthread_mutex_unlock(&glthread->mutex);
+}
+
+#endif