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

Edward O'Callaghan funfunctor at folklore1984.net
Fri Feb 10 11:48:09 UTC 2017

On 02/10/2017 10:36 PM, Marek Olšák wrote:
> On Fri, Feb 10, 2017 at 12:26 PM, Edward O'Callaghan
> <funfunctor at folklore1984.net> wrote:
>> 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.
> There is a small difference. The shader cache is expected to be
> enabled by default, so there is a certain level of quality required.

Hey Marek,

I am under the impression that it being enabled by default isn't a hard
requirement for it to be merged. Maybe Timothy can weigh in on it when
he is online?


> glthread won't likely be enabled by default, because we don't even
> know whether that's possible given the difficulty of the task.
> The shader cache will likely be merged first anyway.
> Marek

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