[Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

Edward O'Callaghan funfunctor at folklore1984.net
Fri Feb 10 11:26:55 UTC 2017



On 02/08/2017 09:13 AM, Timothy Arceri wrote:
> On Tue, 2017-02-07 at 10:56 +0100, Marek Olšák wrote:
>> On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke <kenneth at whitecape.or
>> g> wrote:
>>> On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote:
>>>> On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand <ernstp at gmail.com
>>>>> wrote:
>>>>> FYI glmark2 segfaults with mesa_glthread=true. Expected that
>>>>> some programs
>>>>> will segfault?
>>>>
>>>> Yes, even segfaults are expected with mesa_glthread=true.
>>>>
>>>> Marek
>>>
>>> Would it make sense to be crash-free or even regression-free on at
>>> least Piglit, before merging?  (Or are we there already?)
>>
>> It's not necessary. glthread is disabled by default. Nobody has
>> tested
>> piglit with glthread. That will follow after it's been merged, or
>> never if it's never merged.
> 
> I've been trying to land shader-cache patches that actually do pass
> piglit for over a year with the same reasoning that it will be disable
> by default and can only be improved with testing I can't possibly do on
> my own.
> 
> Although I have no objections to this being merged I'll be extremely
> frustrated if this is allowed to be merged known to not even pass
> piglit while I've wasted countless hours rebasing shader cache over
> many months.
> 

Regardless of all the chatter on this thread in and around GL dispatch,
which I agree poses significant challenges to get into something 'ideal'
- which is hard to define for something like this..

I think Timothy makes a really fair and just case here; in that, could
we perhaps prioritize getting the shader cache stuff in before
attempting GL dispatch? I think this both morally and technically the
right thing to do in my humble opinion.

Kindest Regards,
Edward.

> 
>>
>> Marek
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