| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
This was broken by commit 1ad24faa.
Reported by AppVeyor:
https://ci.appveyor.com/project/mesa3d/mesa/build/4918
|
|
|
|
|
|
|
|
|
| |
Add async marshalling/unmarshalling for all glClearBuffer variants.
These entry points are commonly used in general and Alien Isolation
specifically uses glClearBufferiv. Slightly reduces the number of
thread synchronizations with glthread in that game.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Extract clear buffer helper functions in preparation for adding
marshal/unmarshal functions for the various glClearBuffer variants.
v2: Fix command size.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This mirrors exactly how u_threaded_context works.
If you understand this, you also understand u_threaded_context.
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
| |
we are switching to util_queue.
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These entry points are used by Alien Isolation and caused
synchronization with glthread. The async marshalling implementation
is similar to glBuffer(Sub)Data. However unlike Buffer(Sub)Data
we don't need to worry about EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
as this isn't applicable to these DSA variants.
Results in an approximately 6x drop in glthread synchronizations and a
~30% FPS jump in Alien Isolation (Medium preset, Athlon 860K, RX 480).
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Address sanitizer reports lot of misaligned access:
SUMMARY: AddressSanitizer: undefined-behavior main/marshal.c:276:31 in
main/marshal.c:276:31: runtime error: load of misaligned address 0x631000104866 for type
'const GLuint' (aka 'const unsigned int'), which requires 4 byte alignment
0x631000104866: note: pointer points here
92 88 00 00 00 00 00 00 4a 03 0c 00 93 88 00 00 00 00 00 00 02 01 0c 00 40 8d 00 00 00 00 00 00
^
SUMMARY: AddressSanitizer: undefined-behavior main/marshal_generated.c:28725:12 in
main/marshal_generated.c:28726:12: runtime error: member access within misaligned address 0x6310003fc874 for type
'struct marshal_cmd_VertexAttribPointer', which requires 8 byte alignment
0x6310003fc874: note: pointer points here
01 00 00 00 7a 02 20 00 00 00 00 00 be be be be be be be be be be be be be be be be be be be be
^
SUMMARY: AddressSanitizer: undefined-behavior main/marshal_generated.c:28726:12 in
main/marshal_generated.c:28726:12: runtime error: store to misaligned address 0x6310003fc87c for type
'GLint' (aka 'int'), which requires 8 byte alignment
0x6310003fc87c: note: pointer points here
00 00 00 00 be be be be be be be be be be be be be be be be be be be be be be be be be be be be
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We could re-enable it also but I haven't tested that yet, and I'm
not sure we care much anyway.
V2: don't disable it from with the call itself. We need a custom
marshalling function or we get stuck waiting for thread to
finish.
V3: tidy up redundant code copied from generated version.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
This is one of the main causes of syncs in Civ6.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
GL_AMD_pinned_memory requires memory to be aligned correctly, so
we skip marshalling in this case. Also copying the data defeats
the purpose of EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD.
Fixes GL_AMD_pinned_memory piglit tests when glthread is enabled.
Acked-by: Edward O'Callaghan <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
We want to support glthread on GLES contexts with reasonable apps, and on
desktop for apps that use VBOs but haven't completely moved to core GL.
To do so, we have to deal with the "the user may or may not pass user
pointers to draw calls" problem.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
|
|
|
|
|
|
|
| |
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
|
|
|
|
|
|
|
| |
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
|
|
v2: Keep an allocated buffer around instead of checking for one at the
start of every GL command. Inline the now-small space allocation
function.
v3: Remove duplicate !glthread->shutdown check, process remaining work
before shutdown.
v4: Fix leaks on destroy.
V5: (Timothy Arceri) fix order of source files in makefile
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
|