[Mesa-dev] [PATCH] glsl: Add locking to builtin_builder singleton
Kenneth Graunke
kenneth at whitecape.org
Tue Feb 11 00:27:07 PST 2014
On 02/07/2014 03:29 AM, Daniel Kurtz wrote:
> Consider a multithreaded program with two contexts A and B, and the
> following scenario:
>
> 1. Context A calls initialize(), which allocates mem_ctx and starts
> building built-ins.
> 2. Context B calls initialize(), which sees mem_ctx != NULL and assumes
> everything is already set up. It returns.
> 3. Context B calls find(), which fails to find the built-in since it
> hasn't been created yet.
> 4. Context A finally finishes initializing the built-ins.
>
> This will break at step 3. Adding a lock ensures that subsequent
> callers of initialize() will wait until initialization is actually
> complete.
>
> Similarly, if any thread calls release while another thread is still
> initializing, or calling find(), the mem_ctx/shader would get free'd while
> from under it, leading to corruption or use-after-free crashes.
>
> Fixes sporadic failures in Piglit's glx-multithread-shader-compile as
> reported in:
> https://bugs.freedesktop.org/69200
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> Signed-off-by: Daniel Kurtz <djkurtz at chromium.org>
> ---
> src/glsl/builtin_functions.cpp | 11 ++++++++++-
> 1 file changed, 10 insertions(+), 1 deletion(-)
>
> diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
> index aeb8e5d..2162baa 100644
> --- a/src/glsl/builtin_functions.cpp
> +++ b/src/glsl/builtin_functions.cpp
> @@ -4100,6 +4100,7 @@ builtin_builder::_mid3(const glsl_type *type)
>
> /* The singleton instance of builtin_builder. */
> static builtin_builder builtins;
> +_glthread_DECLARE_STATIC_MUTEX(builtins_lock);
>
> /**
> * External API (exposing the built-in module to the rest of the compiler):
> @@ -4108,20 +4109,28 @@ static builtin_builder builtins;
> void
> _mesa_glsl_initialize_builtin_functions()
> {
> + _glthread_LOCK_MUTEX(builtins_lock);
> builtins.initialize();
> + _glthread_UNLOCK_MUTEX(builtins_lock);
> }
>
> void
> _mesa_glsl_release_builtin_functions()
> {
> + _glthread_LOCK_MUTEX(builtins_lock);
> builtins.release();
> + _glthread_UNLOCK_MUTEX(builtins_lock);
> }
>
> ir_function_signature *
> _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
> const char *name, exec_list *actual_parameters)
> {
> - return builtins.find(state, name, actual_parameters);
> + ir_function_signature * s;
> + _glthread_LOCK_MUTEX(builtins_lock);
> + s = builtins.find(state, name, actual_parameters);
> + _glthread_UNLOCK_MUTEX(builtins_lock);
> + return s;
> }
>
> gl_shader *
>
This looks good to me.
Locking around initialize() and release() is definitely necessary to
prevent multiple threads from trying to create/tear down the data.
Locking around find() prevents a second thread from calling release()
and wrecking data that's in use.
We definitely do need more locking. I believe the hash table usage in
glsl_types.cpp for creating new array or record types needs a similar
treatment. Would you like to cook up a patch for that, Daniel?
In the meantime, I think we can push this. Even if it's not complete, I
believe everything here is necessary. Thanks for the patch!
--Ken
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