[Mesa-dev] [PATCH 09/10] radeonsi: automatically resize shader compiler thread queues when they are full
Marek Olšák
maraeo at gmail.com
Mon Jul 10 21:21:44 UTC 2017
From: Marek Olšák <marek.olsak at amd.com>
---
src/gallium/drivers/radeonsi/si_pipe.c | 12 ++++--------
1 file changed, 4 insertions(+), 8 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_pipe.c b/src/gallium/drivers/radeonsi/si_pipe.c
index e2ec377..4df60b6 100644
--- a/src/gallium/drivers/radeonsi/si_pipe.c
+++ b/src/gallium/drivers/radeonsi/si_pipe.c
@@ -954,35 +954,31 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws,
/* Only enable as many threads as we have target machines, but at most
* the number of CPUs - 1 if there is more than one.
*/
num_threads = sysconf(_SC_NPROCESSORS_ONLN);
num_threads = MAX2(1, num_threads - 1);
num_compiler_threads = MIN2(num_threads, ARRAY_SIZE(sscreen->tm));
num_compiler_threads_lowprio =
MIN2(num_threads, ARRAY_SIZE(sscreen->tm_low_priority));
if (!util_queue_init(&sscreen->shader_compiler_queue, "si_shader",
- 32, num_compiler_threads, 0)) {
+ 32, num_compiler_threads,
+ UTIL_QUEUE_INIT_RESIZE_IF_FULL)) {
si_destroy_shader_cache(sscreen);
FREE(sscreen);
return NULL;
}
- /* The queue must be large enough so that adding optimized shaders
- * doesn't stall draw calls when the queue is full. Especially varying
- * packing generates a very high volume of optimized shader compilation
- * jobs.
- */
if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority,
"si_shader_low",
- 1024, num_compiler_threads,
- UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY)) {
+ 32, num_compiler_threads,
+ UTIL_QUEUE_INIT_RESIZE_IF_FULL)) {
si_destroy_shader_cache(sscreen);
FREE(sscreen);
return NULL;
}
si_handle_env_var_force_family(sscreen);
if (!debug_get_bool_option("RADEON_DISABLE_PERFCOUNTERS", false))
si_init_perfcounters(sscreen);
--
2.7.4
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