[Mesa-dev] [PATCH] mesa/glthread: Call unmarshal_batch directly in glthread_finish
Nicolai Hähnle
nhaehnle at gmail.com
Fri Mar 31 06:22:34 UTC 2017
On 30.03.2017 22:31, Bartosz Tomczyk wrote:
> Call it directly when batch queue is empty. This avoids costly thread
> synchronisation. This commit improves performance of games that have
> previously regressed with mesa_glthread=true.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
> ---
> src/mesa/main/glthread.c | 47 ++++++++++++++++++++++++++++++++++-------------
> 1 file changed, 34 insertions(+), 13 deletions(-)
>
> diff --git a/src/mesa/main/glthread.c b/src/mesa/main/glthread.c
> index 06115b916d..4fcd322163 100644
> --- a/src/mesa/main/glthread.c
> +++ b/src/mesa/main/glthread.c
> @@ -194,16 +194,12 @@ _mesa_glthread_restore_dispatch(struct gl_context *ctx)
> }
> }
>
> -void
> -_mesa_glthread_flush_batch(struct gl_context *ctx)
> +static void
> +_mesa_glthread_flush_batch_locked(struct gl_context *ctx)
> {
> struct glthread_state *glthread = ctx->GLThread;
> - struct glthread_batch *batch;
> -
> - if (!glthread)
> - return;
> -
> - batch = glthread->batch;
> + struct glthread_batch *batch = glthread->batch;
> +
> if (!batch->used)
> return;
>
> @@ -223,10 +219,26 @@ _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_locked(ctx);
> pthread_mutex_unlock(&glthread->mutex);
> }
>
> @@ -252,12 +264,21 @@ _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) {
> + struct _glapi_table *dispatch = _glapi_get_dispatch();
> + glthread_unmarshal_batch(ctx, glthread->batch);
> + _glapi_set_dispatch(dispatch);
> + glthread_allocate_batch(ctx);
> + }
> + }
> + else {
> + _mesa_glthread_flush_batch_locked(ctx);
> + while (glthread->batch_queue || glthread->busy)
> + pthread_cond_wait(&glthread->work_done, &glthread->mutex);
> + }
>
> pthread_mutex_unlock(&glthread->mutex);
> }
>
--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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