[Mesa-dev] [PATCH 3/4] radeonsi: use multi-threaded compilation in debug contexts
Nicolai Hähnle
nhaehnle at gmail.com
Thu Jul 7 07:39:39 UTC 2016
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
We only have to stay single-threaded when debug output must be synchronous.
This yields better parallelism in shader-db runs for me.
---
src/gallium/drivers/radeonsi/si_state_shaders.c | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index abbe451..94587b2 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -1103,16 +1103,16 @@ void si_init_shader_selector_async(void *job, int thread_index)
struct si_shader_selector *sel = (struct si_shader_selector *)job;
struct si_screen *sscreen = sel->screen;
LLVMTargetMachineRef tm;
- struct pipe_debug_callback *debug;
+ struct pipe_debug_callback *debug = &sel->debug;
unsigned i;
if (thread_index >= 0) {
assert(thread_index < ARRAY_SIZE(sscreen->tm));
tm = sscreen->tm[thread_index];
- debug = NULL;
+ if (!debug->async)
+ debug = NULL;
} else {
tm = sel->tm;
- debug = &sel->debug;
}
/* Compile the main shader part for use with a prolog and/or epilog.
@@ -1324,7 +1324,7 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
pipe_mutex_init(sel->mutex);
util_queue_fence_init(&sel->ready);
- if (sctx->b.debug.debug_message ||
+ if ((sctx->b.debug.debug_message && !sctx->b.debug.async) ||
!util_queue_is_initialized(&sscreen->shader_compiler_queue))
si_init_shader_selector_async(sel, -1);
else
--
2.7.4
More information about the mesa-dev
mailing list