[Mesa-dev] [PATCH 03/11] mesa/glthread: switch to u_queue and redesign the batch management

Marek Olšák maraeo at gmail.com
Thu Jun 22 01:02:58 UTC 2017


From: Marek Olšák <marek.olsak at amd.com>

This mirrors exactly how u_threaded_context works.
If you understand this, you also understand u_threaded_context.
---
 src/mesa/main/glthread.c | 191 ++++++++++++++---------------------------------
 src/mesa/main/glthread.h |  88 ++++++++--------------
 src/mesa/main/marshal.h  |  10 ++-
 3 files changed, 91 insertions(+), 198 deletions(-)

diff --git a/src/mesa/main/glthread.c b/src/mesa/main/glthread.c
index e90709c..d467298 100644
--- a/src/mesa/main/glthread.c
+++ b/src/mesa/main/glthread.c
@@ -31,156 +31,97 @@
  * quickly logs the GL commands to a buffer to be processed by a worker
  * thread.
  */
 
 #include "main/mtypes.h"
 #include "main/glthread.h"
 #include "main/marshal.h"
 #include "main/marshal_generated.h"
 #include "util/u_thread.h"
 
-static void
-glthread_allocate_batch(struct gl_context *ctx)
-{
-   struct glthread_state *glthread = ctx->GLThread;
-
-   /* TODO: handle memory allocation failure. */
-   glthread->batch = malloc(sizeof(*glthread->batch));
-   if (!glthread->batch)
-      return;
-   memset(glthread->batch, 0, offsetof(struct glthread_batch, buffer));
-}
 
 static void
-glthread_unmarshal_batch(struct gl_context *ctx, struct glthread_batch *batch,
-                         const bool release_batch)
+glthread_unmarshal_batch(void *job, int thread_index)
 {
+   struct glthread_batch *batch = (struct glthread_batch*)job;
+   struct gl_context *ctx = batch->ctx;
    size_t pos = 0;
 
    _glapi_set_dispatch(ctx->CurrentServerDispatch);
 
    while (pos < batch->used)
       pos += _mesa_unmarshal_dispatch_cmd(ctx, &batch->buffer[pos]);
 
    assert(pos == batch->used);
-
-   if (release_batch)
-      free(batch);
-   else
-      batch->used = 0;
+   batch->used = 0;
 }
 
-static void *
-glthread_worker(void *data)
+static void
+glthread_thread_initialization(void *job, int thread_index)
 {
-   struct gl_context *ctx = data;
-   struct glthread_state *glthread = ctx->GLThread;
+   struct gl_context *ctx = (struct gl_context*)job;
 
    ctx->Driver.SetBackgroundContext(ctx);
    _glapi_set_context(ctx);
-
-   u_thread_setname("mesa_glthread");
-
-   pthread_mutex_lock(&glthread->mutex);
-
-   while (true) {
-      struct glthread_batch *batch;
-
-      /* Block (dropping the lock) until new work arrives for us. */
-      while (!glthread->batch_queue && !glthread->shutdown) {
-         pthread_cond_broadcast(&glthread->work_done);
-         pthread_cond_wait(&glthread->new_work, &glthread->mutex);
-      }
-
-      batch = glthread->batch_queue;
-
-      if (glthread->shutdown && !batch) {
-         pthread_cond_broadcast(&glthread->work_done);
-         pthread_mutex_unlock(&glthread->mutex);
-         return NULL;
-      }
-      glthread->batch_queue = batch->next;
-      if (glthread->batch_queue_tail == &batch->next)
-         glthread->batch_queue_tail = &glthread->batch_queue;
-
-      glthread->busy = true;
-      pthread_mutex_unlock(&glthread->mutex);
-
-      glthread_unmarshal_batch(ctx, batch, true);
-
-      pthread_mutex_lock(&glthread->mutex);
-      glthread->busy = false;
-   }
-
-   /* UNREACHED */
-   return NULL;
 }
 
 void
 _mesa_glthread_init(struct gl_context *ctx)
 {
    struct glthread_state *glthread = calloc(1, sizeof(*glthread));
 
    if (!glthread)
       return;
 
+   if (!util_queue_init(&glthread->queue, "glthread", MARSHAL_MAX_BATCHES - 2,
+                        1, 0)) {
+      free(glthread);
+      return;
+   }
+
    ctx->MarshalExec = _mesa_create_marshal_table(ctx);
    if (!ctx->MarshalExec) {
+      util_queue_destroy(&glthread->queue);
       free(glthread);
       return;
    }
 
-   ctx->CurrentClientDispatch = ctx->MarshalExec;
-
-   pthread_mutex_init(&glthread->mutex, NULL);
-   pthread_cond_init(&glthread->new_work, NULL);
-   pthread_cond_init(&glthread->work_done, NULL);
+   for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) {
+      glthread->batches[i].ctx = ctx;
+      util_queue_fence_init(&glthread->batches[i].fence);
+   }
 
-   glthread->batch_queue_tail = &glthread->batch_queue;
+   ctx->CurrentClientDispatch = ctx->MarshalExec;
    ctx->GLThread = glthread;
 
-   glthread_allocate_batch(ctx);
-
-   pthread_create(&glthread->thread, NULL, glthread_worker, ctx);
+   /* Execute the thread initialization function in the thread. */
+   struct util_queue_fence fence;
+   util_queue_fence_init(&fence);
+   util_queue_add_job(&glthread->queue, ctx, &fence,
+                      glthread_thread_initialization, NULL);
+   util_queue_fence_wait(&fence);
+   util_queue_fence_destroy(&fence);
 }
 
 void
 _mesa_glthread_destroy(struct gl_context *ctx)
 {
    struct glthread_state *glthread = ctx->GLThread;
 
    if (!glthread)
       return;
 
-   _mesa_glthread_flush_batch(ctx);
+   _mesa_glthread_finish(ctx);
+   util_queue_destroy(&glthread->queue);
 
-   pthread_mutex_lock(&glthread->mutex);
-   glthread->shutdown = true;
-   pthread_cond_broadcast(&glthread->new_work);
-   pthread_mutex_unlock(&glthread->mutex);
-
-   /* Since this waits for the thread to exit, it means that all queued work
-    * will have been completed.
-    */
-   pthread_join(glthread->thread, NULL);
-
-   pthread_cond_destroy(&glthread->new_work);
-   pthread_cond_destroy(&glthread->work_done);
-   pthread_mutex_destroy(&glthread->mutex);
-
-   /* Due to the join above, there should be one empty batch allocated at this
-    * point, and no batches queued.
-    */
-   assert(!glthread->batch->used);
-   assert(!glthread->batch->next);
-   free(glthread->batch);
-   assert(!glthread->batch_queue);
+   for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++)
+      util_queue_fence_destroy(&glthread->batches[i].fence);
 
    free(glthread);
    ctx->GLThread = NULL;
 
    _mesa_glthread_restore_dispatch(ctx);
 }
 
 void
 _mesa_glthread_restore_dispatch(struct gl_context *ctx)
 {
@@ -189,96 +130,74 @@ _mesa_glthread_restore_dispatch(struct gl_context *ctx)
     *
     * Typically glxMakeCurrent will bind a new context (install new table) then
     * old context might be deleted.
     */
    if (_glapi_get_dispatch() == ctx->MarshalExec) {
        ctx->CurrentClientDispatch = ctx->CurrentServerDispatch;
        _glapi_set_dispatch(ctx->CurrentClientDispatch);
    }
 }
 
-static void
-_mesa_glthread_flush_batch_locked(struct gl_context *ctx)
+void
+_mesa_glthread_flush_batch(struct gl_context *ctx)
 {
    struct glthread_state *glthread = ctx->GLThread;
-   struct glthread_batch *batch = glthread->batch;
-
-   if (!batch->used)
+   if (!glthread)
       return;
 
-   /* Immediately reallocate a new batch, since the next marshalled call would
-    * just do it.
-    */
-   glthread_allocate_batch(ctx);
+   struct glthread_batch *next = &glthread->batches[glthread->next];
+   if (!next->used)
+      return;
 
    /* Debug: execute the batch immediately from this thread.
     *
     * Note that glthread_unmarshal_batch() changes the dispatch table so we'll
     * need to restore it when it returns.
     */
    if (false) {
-      glthread_unmarshal_batch(ctx, batch, true);
+      glthread_unmarshal_batch(next, 0);
       _glapi_set_dispatch(ctx->CurrentClientDispatch);
       return;
    }
 
-   *glthread->batch_queue_tail = batch;
-   glthread->batch_queue_tail = &batch->next;
-   pthread_cond_broadcast(&glthread->new_work);
-}
-
-void
-_mesa_glthread_flush_batch(struct gl_context *ctx)
-{
-   struct glthread_state *glthread = ctx->GLThread;
-   struct glthread_batch *batch;
-
-   if (!glthread)
-      return;
-
-   batch = glthread->batch;
-   if (!batch->used)
-      return;
-
-   pthread_mutex_lock(&glthread->mutex);
-   _mesa_glthread_flush_batch_locked(ctx);
-   pthread_mutex_unlock(&glthread->mutex);
+   util_queue_add_job(&glthread->queue, next, &next->fence,
+                      glthread_unmarshal_batch, NULL);
+   glthread->last = glthread->next;
+   glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
 }
 
 /**
  * Waits for all pending batches have been unmarshaled.
  *
  * This can be used by the main thread to synchronize access to the context,
  * since the worker thread will be idle after this.
  */
 void
 _mesa_glthread_finish(struct gl_context *ctx)
 {
    struct glthread_state *glthread = ctx->GLThread;
-
    if (!glthread)
       return;
 
    /* If this is called from the worker thread, then we've hit a path that
     * might be called from either the main thread or the worker (such as some
     * dri interface entrypoints), in which case we don't need to actually
     * synchronize against ourself.
     */
-   if (pthread_equal(pthread_self(), glthread->thread))
+   if (u_thread_is_self(glthread->queue.threads[0]))
       return;
 
-   pthread_mutex_lock(&glthread->mutex);
-
-   if (!(glthread->batch_queue || glthread->busy)) {
-      if (glthread->batch && glthread->batch->used) {
-         struct _glapi_table *dispatch = _glapi_get_dispatch();
-         glthread_unmarshal_batch(ctx, glthread->batch, false);
-         _glapi_set_dispatch(dispatch);
-      }
-   } else {
-      _mesa_glthread_flush_batch_locked(ctx);
-      while (glthread->batch_queue || glthread->busy)
-         pthread_cond_wait(&glthread->work_done, &glthread->mutex);
-   }
+   struct glthread_batch *last = &glthread->batches[glthread->last];
+   struct glthread_batch *next = &glthread->batches[glthread->next];
+
+   if (!util_queue_fence_is_signalled(&last->fence))
+      util_queue_fence_wait(&last->fence);
 
-   pthread_mutex_unlock(&glthread->mutex);
+   if (next->used) {
+      /* Since glthread_unmarshal_batch changes the dispatch to direct,
+       * restore it after it's done.
+       */
+      struct _glapi_table *dispatch = _glapi_get_dispatch();
+      glthread_unmarshal_batch(next, 0);
+      _glapi_set_dispatch(dispatch);
+   }
 }
diff --git a/src/mesa/main/glthread.h b/src/mesa/main/glthread.h
index 07bed38..5b938fd 100644
--- a/src/mesa/main/glthread.h
+++ b/src/mesa/main/glthread.h
@@ -22,104 +22,76 @@
  */
 
 #ifndef _GLTHREAD_H
 #define _GLTHREAD_H
 
 #include "main/mtypes.h"
 
 /* Command size is a number of bytes stored in a short. */
 #define MARSHAL_MAX_CMD_SIZE 65535
 
+/* The number of batch slots in memory.
+ *
+ * One batch is being executed, one batch is being filled, the rest are
+ * waiting batches. There must be at least 1 slot for a waiting batch,
+ * so the minimum number of batches is 3.
+ */
+#define MARSHAL_MAX_BATCHES 4
+
 #include <inttypes.h>
 #include <stdbool.h>
 #include <pthread.h>
+#include "util/u_queue.h"
 
 enum marshal_dispatch_cmd_id;
 
-struct glthread_state
+/** A single batch of commands queued up for execution. */
+struct glthread_batch
 {
-   /** The worker thread that asynchronously processes our GL commands. */
-   pthread_t thread;
+   /** Batch fence for waiting for the execution to finish. */
+   struct util_queue_fence fence;
 
-   /**
-    * Mutex used for synchronizing between the main thread and the worker
-    * thread.
-    */
-   pthread_mutex_t mutex;
+   /** The worker thread will access the context with this. */
+   struct gl_context *ctx;
 
-   /** Condvar used for waking the worker thread. */
-   pthread_cond_t new_work;
-
-   /** Condvar used for waking the main thread. */
-   pthread_cond_t work_done;
+   /** Amount of data used by batch commands, in bytes. */
+   size_t used;
 
-   /** Used to tell the worker thread to quit */
-   bool shutdown;
+   /** Data contained in the command buffer. */
+   uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
+};
 
-   /** Indicates that the worker thread is currently processing a batch */
-   bool busy;
+struct glthread_state
+{
+   /** Multithreaded queue. */
+   struct util_queue queue;
 
-   /**
-    * Singly-linked list of command batches that are awaiting execution by
-    * a thread pool task.  NULL if empty.
-    */
-   struct glthread_batch *batch_queue;
+   /** The ring of batches in memory. */
+   struct glthread_batch batches[MARSHAL_MAX_BATCHES];
 
-   /**
-    * Tail pointer for appending batches to the end of batch_queue.  If the
-    * queue is empty, this points to batch_queue.
-    */
-   struct glthread_batch **batch_queue_tail;
+   /** Index of the last submitted batch. */
+   unsigned last;
 
-   /**
-    * Batch containing commands that are being prepared for insertion into
-    * batch_queue.  NULL if there are no such commands.
-    *
-    * Since this is only used by the main thread, it doesn't need the mutex to
-    * be accessed.
-    */
-   struct glthread_batch *batch;
+   /** Index of the batch being filled and about to be submitted. */
+   unsigned next;
 
    /**
     * Tracks on the main thread side whether the current vertex array binding
     * is in a VBO.
     */
    bool vertex_array_is_vbo;
 
    /**
     * Tracks on the main thread side whether the current element array (index
     * buffer) binding is in a VBO.
     */
    bool element_array_is_vbo;
 };
 
-/**
- * A single batch of commands queued up for later execution by a thread pool
- * task.
- */
-struct glthread_batch
-{
-   /**
-    * Next batch of commands to execute after this batch, or NULL if this is
-    * the last set of commands queued.  Protected by ctx->Marshal.Mutex.
-    */
-   struct glthread_batch *next;
-
-   /**
-    * Amount of data used by batch commands, in bytes.
-    */
-   size_t used;
-
-   /**
-    * Data contained in the command buffer.
-    */
-   uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
-};
-
 void _mesa_glthread_init(struct gl_context *ctx);
 void _mesa_glthread_destroy(struct gl_context *ctx);
 
 void _mesa_glthread_restore_dispatch(struct gl_context *ctx);
 void _mesa_glthread_flush_batch(struct gl_context *ctx);
 void _mesa_glthread_finish(struct gl_context *ctx);
 
 #endif /* _GLTHREAD_H*/
diff --git a/src/mesa/main/marshal.h b/src/mesa/main/marshal.h
index e9ecaf9..ddfa834 100644
--- a/src/mesa/main/marshal.h
+++ b/src/mesa/main/marshal.h
@@ -46,29 +46,31 @@ struct marshal_cmd_base
     */
    uint16_t cmd_size;
 };
 
 static inline void *
 _mesa_glthread_allocate_command(struct gl_context *ctx,
                                 uint16_t cmd_id,
                                 size_t size)
 {
    struct glthread_state *glthread = ctx->GLThread;
+   struct glthread_batch *next = &glthread->batches[glthread->next];
    struct marshal_cmd_base *cmd_base;
    const size_t aligned_size = ALIGN(size, 8);
 
-   if (unlikely(glthread->batch->used + size > MARSHAL_MAX_CMD_SIZE))
+   if (unlikely(next->used + size > MARSHAL_MAX_CMD_SIZE)) {
       _mesa_glthread_flush_batch(ctx);
+      next = &glthread->batches[glthread->next];
+   }
 
-   cmd_base = (struct marshal_cmd_base *)
-      &glthread->batch->buffer[glthread->batch->used];
-   glthread->batch->used += aligned_size;
+   cmd_base = (struct marshal_cmd_base *)&next->buffer[next->used];
+   next->used += aligned_size;
    cmd_base->cmd_id = cmd_id;
    cmd_base->cmd_size = aligned_size;
    return cmd_base;
 }
 
 /**
  * Instead of conditionally handling marshaling previously-bound user vertex
  * array data in draw calls (deprecated and removed in GL core), we just
  * disable threading at the point where the user sets a user vertex array.
  */
-- 
2.7.4



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