[Mesa-dev] [PATCH 6/6] radeonsi: always use async compiles when creating shader/compute states
Nicolai Hähnle
nhaehnle at gmail.com
Sun Oct 22 18:45:40 UTC 2017
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
With Gallium threaded contexts, creating shader/compute states is
effectively a screen operation, so we should not use context state.
In particular, this allows us to avoid using the context's LLVM
TargetMachine.
This isn't an issue yet because u_threaded_context filters out non-async
debug callbacks, and we disable threaded contexts for debug contexts.
However, we may want to change that in the future.
---
src/gallium/drivers/radeonsi/si_compute.c | 42 +++++++++++++++----------
src/gallium/drivers/radeonsi/si_state_shaders.c | 42 +++++++++++++++----------
2 files changed, 50 insertions(+), 34 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_compute.c b/src/gallium/drivers/radeonsi/si_compute.c
index e55988af4cc..3eee907d44b 100644
--- a/src/gallium/drivers/radeonsi/si_compute.c
+++ b/src/gallium/drivers/radeonsi/si_compute.c
@@ -16,20 +16,21 @@
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "tgsi/tgsi_parse.h"
+#include "util/u_async_debug.h"
#include "util/u_memory.h"
#include "util/u_upload_mgr.h"
#include "amd_kernel_code_t.h"
#include "radeon/r600_cs.h"
#include "si_pipe.h"
#include "si_compute.h"
#include "sid.h"
struct dispatch_packet {
@@ -77,28 +78,24 @@ static void code_object_to_config(const amd_kernel_code_t *code_object,
/* Asynchronous compute shader compilation. */
static void si_create_compute_state_async(void *job, int thread_index)
{
struct si_compute *program = (struct si_compute *)job;
struct si_shader *shader = &program->shader;
struct si_shader_selector sel;
LLVMTargetMachineRef tm;
struct pipe_debug_callback *debug = &program->compiler_ctx_state.debug;
- if (thread_index >= 0) {
- assert(thread_index < ARRAY_SIZE(program->screen->tm));
- tm = program->screen->tm[thread_index];
- if (!debug->async)
- debug = NULL;
- } else {
- tm = program->compiler_ctx_state.tm;
- }
+ assert(!debug->debug_message || debug->async);
+ assert(thread_index >= 0);
+ assert(thread_index < ARRAY_SIZE(program->screen->tm));
+ tm = program->screen->tm[thread_index];
memset(&sel, 0, sizeof(sel));
sel.screen = program->screen;
tgsi_scan_shader(program->tokens, &sel.info);
sel.tokens = program->tokens;
sel.type = PIPE_SHADER_COMPUTE;
sel.local_size = program->local_size;
si_get_active_slot_masks(&sel.info,
&program->active_const_and_shader_buffers,
@@ -160,34 +157,45 @@ static void *si_create_compute_state(
program->use_code_object_v2 = HAVE_LLVM >= 0x0400 &&
cso->ir_type == PIPE_SHADER_IR_NATIVE;
if (cso->ir_type == PIPE_SHADER_IR_TGSI) {
program->tokens = tgsi_dup_tokens(cso->prog);
if (!program->tokens) {
FREE(program);
return NULL;
}
- program->compiler_ctx_state.tm = sctx->tm;
program->compiler_ctx_state.debug = sctx->debug;
program->compiler_ctx_state.is_debug_context = sctx->is_debug;
p_atomic_inc(&sscreen->b.num_shaders_created);
util_queue_fence_init(&program->ready);
- if ((sctx->debug.debug_message && !sctx->debug.async) ||
- sctx->is_debug ||
- si_can_dump_shader(&sscreen->b, PIPE_SHADER_COMPUTE))
- si_create_compute_state_async(program, -1);
- else
- util_queue_add_job(&sscreen->shader_compiler_queue,
- program, &program->ready,
- si_create_compute_state_async, NULL);
+ struct util_async_debug_callback async_debug;
+ bool wait =
+ (sctx->debug.debug_message && !sctx->debug.async) ||
+ sctx->is_debug ||
+ si_can_dump_shader(&sscreen->b, PIPE_SHADER_COMPUTE);
+
+ if (wait) {
+ u_async_debug_init(&async_debug);
+ program->compiler_ctx_state.debug = async_debug.base;
+ }
+
+ util_queue_add_job(&sscreen->shader_compiler_queue,
+ program, &program->ready,
+ si_create_compute_state_async, NULL);
+
+ if (wait) {
+ util_queue_fence_wait(&program->ready);
+ u_async_debug_drain(&async_debug, &sctx->debug);
+ u_async_debug_cleanup(&async_debug);
+ }
} else {
const struct pipe_llvm_program_header *header;
const char *code;
header = cso->prog;
code = cso->prog + sizeof(struct pipe_llvm_program_header);
ac_elf_read(code, header->num_bytes, &program->shader.binary);
if (program->use_code_object_v2) {
const amd_kernel_code_t *code_object =
si_compute_get_code_object(program, 0);
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 1f6bb02a983..45b36878715 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -27,20 +27,21 @@
#include "si_pipe.h"
#include "sid.h"
#include "gfx9d.h"
#include "radeon/r600_cs.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_ureg.h"
#include "util/hash_table.h"
#include "util/crc32.h"
+#include "util/u_async_debug.h"
#include "util/u_memory.h"
#include "util/u_prim.h"
#include "util/disk_cache.h"
#include "util/mesa-sha1.h"
#include "ac_exp_param.h"
/* SHADER_CACHE */
/**
@@ -1839,28 +1840,24 @@ static void si_parse_next_shader_property(const struct tgsi_shader_info *info,
* there is no way to report compile failures to applications.
*/
static void si_init_shader_selector_async(void *job, int thread_index)
{
struct si_shader_selector *sel = (struct si_shader_selector *)job;
struct si_screen *sscreen = sel->screen;
LLVMTargetMachineRef tm;
struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
unsigned i;
- if (thread_index >= 0) {
- assert(thread_index < ARRAY_SIZE(sscreen->tm));
- tm = sscreen->tm[thread_index];
- if (!debug->async)
- debug = NULL;
- } else {
- tm = sel->compiler_ctx_state.tm;
- }
+ assert(!debug->debug_message || debug->async);
+ assert(thread_index >= 0);
+ assert(thread_index < ARRAY_SIZE(sscreen->tm));
+ tm = sscreen->tm[thread_index];
/* Compile the main shader part for use with a prolog and/or epilog.
* If this fails, the driver will try to compile a monolithic shader
* on demand.
*/
if (!sscreen->use_monolithic_shaders) {
struct si_shader *shader = CALLOC_STRUCT(si_shader);
void *tgsi_binary = NULL;
if (!shader) {
@@ -2041,21 +2038,20 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
struct si_screen *sscreen = (struct si_screen *)ctx->screen;
struct si_context *sctx = (struct si_context*)ctx;
struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
int i;
if (!sel)
return NULL;
pipe_reference_init(&sel->reference, 1);
sel->screen = sscreen;
- sel->compiler_ctx_state.tm = sctx->tm;
sel->compiler_ctx_state.debug = sctx->debug;
sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
sel->so = state->stream_output;
if (state->type == PIPE_SHADER_IR_TGSI) {
sel->tokens = tgsi_dup_tokens(state->tokens);
if (!sel->tokens) {
FREE(sel);
return NULL;
@@ -2265,28 +2261,40 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
S_02880C_EXEC_ON_HIER_FAIL(1);
} else {
/* Case 1. */
sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
}
(void) mtx_init(&sel->mutex, mtx_plain);
util_queue_fence_init(&sel->ready);
- if ((sctx->debug.debug_message && !sctx->debug.async) ||
- sctx->is_debug ||
- si_can_dump_shader(&sscreen->b, sel->info.processor))
- si_init_shader_selector_async(sel, -1);
- else
- util_queue_add_job(&sscreen->shader_compiler_queue, sel,
- &sel->ready, si_init_shader_selector_async,
- NULL);
+ struct util_async_debug_callback async_debug;
+ bool wait =
+ (sctx->debug.debug_message && !sctx->debug.async) ||
+ sctx->is_debug ||
+ si_can_dump_shader(&sscreen->b, sel->info.processor);
+
+ if (wait) {
+ u_async_debug_init(&async_debug);
+ sel->compiler_ctx_state.debug = async_debug.base;
+ }
+
+ util_queue_add_job(&sscreen->shader_compiler_queue, sel,
+ &sel->ready, si_init_shader_selector_async,
+ NULL);
+
+ if (wait) {
+ util_queue_fence_wait(&sel->ready);
+ u_async_debug_drain(&async_debug, &sctx->debug);
+ u_async_debug_cleanup(&async_debug);
+ }
return sel;
}
static void si_update_streamout_state(struct si_context *sctx)
{
struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
if (!shader_with_so)
return;
--
2.11.0
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