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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"
#include "util/u_atomic.h"
#include "util/u_thread.h"
static void
glthread_unmarshal_batch(void *job, int thread_index)
{
struct glthread_batch *batch = (struct glthread_batch*)job;
struct gl_context *ctx = batch->ctx;
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);
batch->used = 0;
}
static void
glthread_thread_initialization(void *job, int thread_index)
{
struct gl_context *ctx = (struct gl_context*)job;
ctx->Driver.SetBackgroundContext(ctx, &ctx->GLThread->stats);
_glapi_set_context(ctx);
}
void
_mesa_glthread_init(struct gl_context *ctx)
{
struct glthread_state *glthread = calloc(1, sizeof(*glthread));
if (!glthread)
return;
if (!util_queue_init(&glthread->queue, "glthread", MARSHAL_MAX_BATCHES - 2,
1, 0)) {
free(glthread);
return;
}
ctx->MarshalExec = _mesa_create_marshal_table(ctx);
if (!ctx->MarshalExec) {
util_queue_destroy(&glthread->queue);
free(glthread);
return;
}
for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) {
glthread->batches[i].ctx = ctx;
util_queue_fence_init(&glthread->batches[i].fence);
}
glthread->stats.queue = &glthread->queue;
ctx->CurrentClientDispatch = ctx->MarshalExec;
ctx->GLThread = glthread;
/* Execute the thread initialization function in the thread. */
struct util_queue_fence fence;
util_queue_fence_init(&fence);
util_queue_add_job(&glthread->queue, ctx, &fence,
glthread_thread_initialization, NULL);
util_queue_fence_wait(&fence);
util_queue_fence_destroy(&fence);
}
void
_mesa_glthread_destroy(struct gl_context *ctx)
{
struct glthread_state *glthread = ctx->GLThread;
if (!glthread)
return;
_mesa_glthread_finish(ctx);
util_queue_destroy(&glthread->queue);
for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++)
util_queue_fence_destroy(&glthread->batches[i].fence);
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);
}
}
void
_mesa_glthread_flush_batch(struct gl_context *ctx)
{
struct glthread_state *glthread = ctx->GLThread;
if (!glthread)
return;
struct glthread_batch *next = &glthread->batches[glthread->next];
if (!next->used)
return;
/* 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(next, 0);
_glapi_set_dispatch(ctx->CurrentClientDispatch);
return;
}
p_atomic_add(&glthread->stats.num_offloaded_items, next->used);
util_queue_add_job(&glthread->queue, next, &next->fence,
glthread_unmarshal_batch, NULL);
glthread->last = glthread->next;
glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
}
/**
* 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 (u_thread_is_self(glthread->queue.threads[0]))
return;
struct glthread_batch *last = &glthread->batches[glthread->last];
struct glthread_batch *next = &glthread->batches[glthread->next];
bool synced = false;
if (!util_queue_fence_is_signalled(&last->fence)) {
util_queue_fence_wait(&last->fence);
synced = true;
}
if (next->used) {
p_atomic_add(&glthread->stats.num_direct_items, next->used);
/* Since glthread_unmarshal_batch changes the dispatch to direct,
* restore it after it's done.
*/
struct _glapi_table *dispatch = _glapi_get_dispatch();
glthread_unmarshal_batch(next, 0);
_glapi_set_dispatch(dispatch);
/* It's not a sync because we don't enqueue partial batches, but
* it would be a sync if we did. So count it anyway.
*/
synced = true;
}
if (synced)
p_atomic_inc(&glthread->stats.num_syncs);
}
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