diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader.c | 3 | ||||
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader.h | 2 | ||||
-rw-r--r-- | src/gallium/drivers/radeonsi/si_state_shaders.c | 88 |
3 files changed, 67 insertions, 26 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.c b/src/gallium/drivers/radeonsi/si_shader.c index c95f8d7ed73..9a03311d5b6 100644 --- a/src/gallium/drivers/radeonsi/si_shader.c +++ b/src/gallium/drivers/radeonsi/si_shader.c @@ -5395,6 +5395,9 @@ si_generate_gs_copy_shader(struct si_screen *sscreen, return NULL; } + /* We can leave the fence as permanently signaled because the GS copy + * shader only becomes visible globally after it has been compiled. */ + util_queue_fence_init(&shader->ready); shader->selector = gs_selector; shader->is_gs_copy_shader = true; diff --git a/src/gallium/drivers/radeonsi/si_shader.h b/src/gallium/drivers/radeonsi/si_shader.h index b8f9d18f5c8..41851627a87 100644 --- a/src/gallium/drivers/radeonsi/si_shader.h +++ b/src/gallium/drivers/radeonsi/si_shader.h @@ -593,7 +593,7 @@ struct si_shader { struct r600_resource *bo; struct r600_resource *scratch_bo; struct si_shader_key key; - struct util_queue_fence optimized_ready; + struct util_queue_fence ready; bool compilation_failed; bool is_monolithic; bool is_optimized; diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c index b72f6fc74a4..4c0292404e6 100644 --- a/src/gallium/drivers/radeonsi/si_state_shaders.c +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c @@ -1552,6 +1552,11 @@ static bool si_check_missing_main_part(struct si_screen *sscreen, if (!main_part) return false; + /* We can leave the fence as permanently signaled because the + * main part becomes visible globally only after it has been + * compiled. */ + util_queue_fence_init(&main_part->ready); + main_part->selector = sel; main_part->key.as_es = key->as_es; main_part->key.as_ls = key->as_ls; @@ -1585,10 +1590,19 @@ again: * variants, it will cost just a computation of the key and this * test. */ if (likely(current && - memcmp(¤t->key, key, sizeof(*key)) == 0 && - (!current->is_optimized || - util_queue_fence_is_signalled(¤t->optimized_ready)))) + memcmp(¤t->key, key, sizeof(*key)) == 0)) { + if (unlikely(!util_queue_fence_is_signalled(¤t->ready))) { + if (current->is_optimized) { + memset(&key->opt, 0, sizeof(key->opt)); + goto current_not_ready; + } + + util_queue_fence_wait(¤t->ready); + } + return current->compilation_failed ? -1 : 0; + } +current_not_ready: /* This must be done before the mutex is locked, because async GS * compilation calls this function too, and therefore must enter @@ -1607,15 +1621,18 @@ again: /* Don't check the "current" shader. We checked it above. */ if (current != iter && memcmp(&iter->key, key, sizeof(*key)) == 0) { - /* If it's an optimized shader and its compilation has - * been started but isn't done, use the unoptimized - * shader so as not to cause a stall due to compilation. - */ - if (iter->is_optimized && - !util_queue_fence_is_signalled(&iter->optimized_ready)) { - memset(&key->opt, 0, sizeof(key->opt)); - mtx_unlock(&sel->mutex); - goto again; + if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) { + /* If it's an optimized shader and its compilation has + * been started but isn't done, use the unoptimized + * shader so as not to cause a stall due to compilation. + */ + if (iter->is_optimized) { + memset(&key->opt, 0, sizeof(key->opt)); + mtx_unlock(&sel->mutex); + goto again; + } + + util_queue_fence_wait(&iter->ready); } if (iter->compilation_failed) { @@ -1635,6 +1652,9 @@ again: mtx_unlock(&sel->mutex); return -ENOMEM; } + + util_queue_fence_init(&shader->ready); + shader->selector = sel; shader->key = *key; shader->compiler_ctx_state = *compiler_state; @@ -1711,16 +1731,6 @@ again: shader->is_optimized = !is_pure_monolithic && memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0; - if (shader->is_optimized) - util_queue_fence_init(&shader->optimized_ready); - - if (!sel->last_variant) { - sel->first_variant = shader; - sel->last_variant = shader; - } else { - sel->last_variant->next_variant = shader; - sel->last_variant = shader; - } /* If it's an optimized shader, compile it asynchronously. */ if (shader->is_optimized && @@ -1728,18 +1738,41 @@ again: thread_index < 0) { /* Compile it asynchronously. */ util_queue_add_job(&sscreen->shader_compiler_queue_low_priority, - shader, &shader->optimized_ready, + shader, &shader->ready, si_build_shader_variant_low_priority, NULL); + /* Add only after the ready fence was reset, to guard against a + * race with si_bind_XX_shader. */ + if (!sel->last_variant) { + sel->first_variant = shader; + sel->last_variant = shader; + } else { + sel->last_variant->next_variant = shader; + sel->last_variant = shader; + } + /* Use the default (unoptimized) shader for now. */ memset(&key->opt, 0, sizeof(key->opt)); mtx_unlock(&sel->mutex); goto again; } + /* Reset the fence before adding to the variant list. */ + util_queue_fence_reset(&shader->ready); + + if (!sel->last_variant) { + sel->first_variant = shader; + sel->last_variant = shader; + } else { + sel->last_variant->next_variant = shader; + sel->last_variant = shader; + } + assert(!shader->is_optimized); si_build_shader_variant(shader, thread_index, false); + util_queue_fence_signal(&shader->ready); + if (!shader->compilation_failed) state->current = shader; @@ -1829,6 +1862,10 @@ static void si_init_shader_selector_async(void *job, int thread_index) return; } + /* We can leave the fence signaled because use of the default + * main part is guarded by the selector's ready fence. */ + util_queue_fence_init(&shader->ready); + shader->selector = sel; si_parse_next_shader_property(&sel->info, sel->so.num_outputs != 0, @@ -2448,10 +2485,11 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader) { if (shader->is_optimized) { util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority, - &shader->optimized_ready); - util_queue_fence_destroy(&shader->optimized_ready); + &shader->ready); } + util_queue_fence_destroy(&shader->ready); + if (shader->pm4) { switch (shader->selector->type) { case PIPE_SHADER_VERTEX: |