summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/glthread.c
blob: e90709c0870ddffb3367dc397faef78234c2c724 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
/*
 * 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"
#include "util/u_thread.h"

static void
glthread_allocate_batch(struct gl_context *ctx)
{
   struct glthread_state *glthread = ctx->GLThread;

   /* TODO: handle memory allocation failure. */
   glthread->batch = malloc(sizeof(*glthread->batch));
   if (!glthread->batch)
      return;
   memset(glthread->batch, 0, offsetof(struct glthread_batch, buffer));
}

static void
glthread_unmarshal_batch(struct gl_context *ctx, struct glthread_batch *batch,
                         const bool release_batch)
{
   size_t pos = 0;

   _glapi_set_dispatch(ctx->CurrentServerDispatch);

   while (pos < batch->used)
      pos += _mesa_unmarshal_dispatch_cmd(ctx, &batch->buffer[pos]);

   assert(pos == batch->used);

   if (release_batch)
      free(batch);
   else
      batch->used = 0;
}

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);

   u_thread_setname("mesa_glthread");

   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, true);

      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;

   ctx->MarshalExec = _mesa_create_marshal_table(ctx);
   if (!ctx->MarshalExec) {
      free(glthread);
      return;
   }

   ctx->CurrentClientDispatch = ctx->MarshalExec;

   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;

   _mesa_glthread_restore_dispatch(ctx);
}

void
_mesa_glthread_restore_dispatch(struct gl_context *ctx)
{
   /* Remove ourselves from the dispatch table except if another ctx/thread
    * already installed a new dispatch table.
    *
    * Typically glxMakeCurrent will bind a new context (install new table) then
    * old context might be deleted.
    */
   if (_glapi_get_dispatch() == ctx->MarshalExec) {
       ctx->CurrentClientDispatch = ctx->CurrentServerDispatch;
       _glapi_set_dispatch(ctx->CurrentClientDispatch);
   }
}

static void
_mesa_glthread_flush_batch_locked(struct gl_context *ctx)
{
   struct glthread_state *glthread = ctx->GLThread;
   struct glthread_batch *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, true);
      _glapi_set_dispatch(ctx->CurrentClientDispatch);
      return;
   }

   *glthread->batch_queue_tail = batch;
   glthread->batch_queue_tail = &batch->next;
   pthread_cond_broadcast(&glthread->new_work);
}

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;

   pthread_mutex_lock(&glthread->mutex);
   _mesa_glthread_flush_batch_locked(ctx);
   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_equal(pthread_self(), glthread->thread))
      return;

   pthread_mutex_lock(&glthread->mutex);

   if (!(glthread->batch_queue || glthread->busy)) {
      if (glthread->batch && glthread->batch->used) {
         struct _glapi_table *dispatch = _glapi_get_dispatch();
         glthread_unmarshal_batch(ctx, glthread->batch, false);
         _glapi_set_dispatch(dispatch);
      }
   } else {
      _mesa_glthread_flush_batch_locked(ctx);
      while (glthread->batch_queue || glthread->busy)
         pthread_cond_wait(&glthread->work_done, &glthread->mutex);
   }

   pthread_mutex_unlock(&glthread->mutex);
}