[Mesa-dev] [PATCH] [RFC v2] mesa/glthread: Call unmarshal_batch directly in glthread_finish when batch queue is empty.
Bartosz Tomczyk
bartosz.tomczyk86 at gmail.com
Wed Mar 29 16:11:42 UTC 2017
This avoids costly thread synchronisation. With this fix games that previously regressed with mesa_glthread=true like xonotic or grid autosport.
Could someone test if games that benefit from glthread didn't regress?
---
src/mesa/main/glthread.c | 49 +++++++++++++++++++++++++++++++++---------------
1 file changed, 34 insertions(+), 15 deletions(-)
diff --git a/src/mesa/main/glthread.c b/src/mesa/main/glthread.c
index 06115b916d..eef7202f01 100644
--- a/src/mesa/main/glthread.c
+++ b/src/mesa/main/glthread.c
@@ -194,18 +194,11 @@ _mesa_glthread_restore_dispatch(struct gl_context *ctx)
}
}
-void
-_mesa_glthread_flush_batch(struct gl_context *ctx)
+static void
+_mesa_glthread_flush_batch_no_lock(struct gl_context *ctx)
{
struct glthread_state *glthread = ctx->GLThread;
- struct glthread_batch *batch;
-
- if (!glthread)
- return;
-
- batch = glthread->batch;
- if (!batch->used)
- return;
+ struct glthread_batch *batch = glthread->batch;
/* Immediately reallocate a new batch, since the next marshalled call would
* just do it.
@@ -223,10 +216,26 @@ _mesa_glthread_flush_batch(struct gl_context *ctx)
return;
}
- pthread_mutex_lock(&glthread->mutex);
*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_no_lock(ctx);
pthread_mutex_unlock(&glthread->mutex);
}
@@ -252,12 +261,22 @@ _mesa_glthread_finish(struct gl_context *ctx)
if (pthread_self() == glthread->thread)
return;
- _mesa_glthread_flush_batch(ctx);
-
pthread_mutex_lock(&glthread->mutex);
- while (glthread->batch_queue || glthread->busy)
- pthread_cond_wait(&glthread->work_done, &glthread->mutex);
+ if (!(glthread->batch_queue || glthread->busy))
+ {
+ if (glthread->batch && glthread->batch->used)
+ {
+ glthread_unmarshal_batch(ctx, glthread->batch);
+ }
+ glthread_allocate_batch(ctx);
+ }
+ else
+ {
+ _mesa_glthread_flush_batch_no_lock(ctx);
+ while (glthread->batch_queue || glthread->busy)
+ pthread_cond_wait(&glthread->work_done, &glthread->mutex);
+ }
pthread_mutex_unlock(&glthread->mutex);
}
--
2.12.2
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