[Mesa-dev] [PATCH] radeonsi: use the correct LLVMTargetMachineRef in si_build_shader_variant
Samuel Pitoiset
samuel.pitoiset at gmail.com
Tue Jun 20 20:53:34 UTC 2017
I have just tested this patch with Hero Siege, it still crashes.
As you said, it's definitely a multithreading issue because it crashes
differently all the time.
Let me know if you need more information.
On 06/19/2017 01:40 PM, Nicolai Hähnle wrote:
> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>
> si_build_shader_variant can actually be called directly from one of
> normal-priority compiler threads. In that case, the thread_index is
> only valid for the normal tm array.
>
> v2:
> - use the correct sel/shader->compiler_ctx_state
>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101384 (maybe)
> Fixes: 86cc8097266c ("radeonsi: use a compiler queue with a low priority for optimized shaders")
> ---
> src/gallium/drivers/radeonsi/si_state_shaders.c | 28 +++++++++++++++++++------
> 1 file changed, 22 insertions(+), 6 deletions(-)
>
> diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
> index 677a6de..6619d96 100644
> --- a/src/gallium/drivers/radeonsi/si_state_shaders.c
> +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
> @@ -1438,35 +1438,42 @@ static inline void si_shader_selector_key(struct pipe_context *ctx,
> break;
> }
> default:
> assert(0);
> }
>
> if (unlikely(sctx->screen->b.debug_flags & DBG_NO_OPT_VARIANT))
> memset(&key->opt, 0, sizeof(key->opt));
> }
>
> -static void si_build_shader_variant(void *job, int thread_index)
> +static void si_build_shader_variant(struct si_shader *shader,
> + int thread_index,
> + bool low_priority)
> {
> - struct si_shader *shader = (struct si_shader *)job;
> struct si_shader_selector *sel = shader->selector;
> struct si_screen *sscreen = sel->screen;
> LLVMTargetMachineRef tm;
> struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
> int r;
>
> if (thread_index >= 0) {
> - assert(thread_index < ARRAY_SIZE(sscreen->tm_low_priority));
> - tm = sscreen->tm_low_priority[thread_index];
> + if (low_priority) {
> + assert(thread_index < ARRAY_SIZE(sscreen->tm_low_priority));
> + tm = sscreen->tm_low_priority[thread_index];
> + } else {
> + assert(thread_index < ARRAY_SIZE(sscreen->tm));
> + tm = sscreen->tm[thread_index];
> + }
> if (!debug->async)
> debug = NULL;
> } else {
> + assert(!low_priority);
> tm = shader->compiler_ctx_state.tm;
> }
>
> r = si_shader_create(sscreen, tm, shader, debug);
> if (unlikely(r)) {
> R600_ERR("Failed to build shader variant (type=%u) %d\n",
> sel->type, r);
> shader->compilation_failed = true;
> return;
> }
> @@ -1476,20 +1483,29 @@ static void si_build_shader_variant(void *job, int thread_index)
> &shader->shader_log_size);
> if (f) {
> si_shader_dump(sscreen, shader, NULL, sel->type, f, false);
> fclose(f);
> }
> }
>
> si_shader_init_pm4_state(sscreen, shader);
> }
>
> +static void si_build_shader_variant_low_priority(void *job, int thread_index)
> +{
> + struct si_shader *shader = (struct si_shader *)job;
> +
> + assert(thread_index >= 0);
> +
> + si_build_shader_variant(shader, thread_index, true);
> +}
> +
> static const struct si_shader_key zeroed;
>
> static bool si_check_missing_main_part(struct si_screen *sscreen,
> struct si_shader_selector *sel,
> struct si_compiler_ctx_state *compiler_state,
> struct si_shader_key *key)
> {
> struct si_shader **mainp = si_get_main_shader_part(sel, key);
>
> if (!*mainp) {
> @@ -1681,30 +1697,30 @@ again:
> sel->last_variant = shader;
> }
>
> /* If it's an optimized shader, compile it asynchronously. */
> if (shader->is_optimized &&
> !is_pure_monolithic &&
> thread_index < 0) {
> /* Compile it asynchronously. */
> util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
> shader, &shader->optimized_ready,
> - si_build_shader_variant, NULL);
> + si_build_shader_variant_low_priority, NULL);
>
> /* Use the default (unoptimized) shader for now. */
> memset(&key->opt, 0, sizeof(key->opt));
> mtx_unlock(&sel->mutex);
> goto again;
> }
>
> assert(!shader->is_optimized);
> - si_build_shader_variant(shader, thread_index);
> + si_build_shader_variant(shader, thread_index, false);
>
> if (!shader->compilation_failed)
> state->current = shader;
>
> mtx_unlock(&sel->mutex);
> return shader->compilation_failed ? -1 : 0;
> }
>
> static int si_shader_select(struct pipe_context *ctx,
> struct si_shader_ctx_state *state,
>
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