[Mesa-dev] [PATCH 1/2] st/mesa: regularly re-pin driver threads to the CCX where the app thread is

Marek Olšák maraeo at gmail.com
Tue Nov 20 23:50:04 UTC 2018


Ping

On Mon, Nov 12, 2018 at 7:21 PM Marek Olšák <maraeo at gmail.com> wrote:

> From: Marek Olšák <marek.olsak at amd.com>
>
> This is used when glthread is disabled.
>
> Mesa pretty much chases the app thread on the CPU.
> The performance is the same as pinning the app thread.
> ---
>  src/mesa/state_tracker/st_context.h |  2 ++
>  src/mesa/state_tracker/st_draw.c    | 32 +++++++++++++++++++++++++++++
>  2 files changed, 34 insertions(+)
>
> diff --git a/src/mesa/state_tracker/st_context.h
> b/src/mesa/state_tracker/st_context.h
> index 14b9b018809..95133c7020f 100644
> --- a/src/mesa/state_tracker/st_context.h
> +++ b/src/mesa/state_tracker/st_context.h
> @@ -186,20 +186,22 @@ struct st_context
>        uint8_t sample_locations[
>           PIPE_MAX_SAMPLE_LOCATION_GRID_SIZE *
>           PIPE_MAX_SAMPLE_LOCATION_GRID_SIZE * 32];
>     } state;
>
>     uint64_t dirty; /**< dirty states */
>
>     /** This masks out unused shader resources. Only valid in draw calls.
> */
>     uint64_t active_states;
>
> +   unsigned pin_thread_counter; /* for L3 thread pinning on AMD Zen */
> +
>     /* If true, further analysis of states is required to know if something
>      * has changed. Used mainly for shaders.
>      */
>     bool gfx_shaders_may_be_dirty;
>     bool compute_shader_may_be_dirty;
>
>     GLboolean vertdata_edgeflags;
>     GLboolean edgeflag_culls_prims;
>
>     struct st_vertex_program *vp;    /**< Currently bound vertex program */
> diff --git a/src/mesa/state_tracker/st_draw.c
> b/src/mesa/state_tracker/st_draw.c
> index eb52d9505b6..5910ffa5bda 100644
> --- a/src/mesa/state_tracker/st_draw.c
> +++ b/src/mesa/state_tracker/st_draw.c
> @@ -51,28 +51,36 @@
>  #include "st_atom.h"
>  #include "st_cb_bitmap.h"
>  #include "st_cb_bufferobjects.h"
>  #include "st_cb_xformfb.h"
>  #include "st_debug.h"
>  #include "st_draw.h"
>  #include "st_program.h"
>
>  #include "pipe/p_context.h"
>  #include "pipe/p_defines.h"
> +#include "util/u_cpu_detect.h"
>  #include "util/u_inlines.h"
>  #include "util/u_format.h"
>  #include "util/u_prim.h"
>  #include "util/u_draw.h"
>  #include "util/u_upload_mgr.h"
>  #include "draw/draw_context.h"
>  #include "cso_cache/cso_context.h"
>
> +#ifdef PIPE_OS_LINUX
> +#include <sched.h>
> +#define HAVE_SCHED_GETCPU 1
> +#else
> +#define sched_getcpu() 0
> +#define HAVE_SCHED_GETCPU 0
> +#endif
>
>  /**
>   * Set the restart index.
>   */
>  static void
>  setup_primitive_restart(struct gl_context *ctx, struct pipe_draw_info
> *info)
>  {
>     if (ctx->Array._PrimitiveRestart) {
>        unsigned index_size = info->index_size;
>
> @@ -115,20 +123,44 @@ prepare_draw(struct st_context *st, struct
> gl_context *ctx)
>     if (unlikely(!st->bitmap.cache.empty))
>        st_flush_bitmap_cache(st);
>
>     st_invalidate_readpix_cache(st);
>
>     /* Validate state. */
>     if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK
> ||
>         st->gfx_shaders_may_be_dirty) {
>        st_validate_state(st, ST_PIPELINE_RENDER);
>     }
> +
> +   struct pipe_context *pipe = st->pipe;
> +
> +   /* Pin threads regularly to the same Zen CCX that the main thread is
> +    * running on. The main thread can move between CCXs.
> +    */
> +   if (unlikely(HAVE_SCHED_GETCPU && /* Linux */
> +                /* AMD Zen */
> +                util_cpu_caps.nr_cpus != util_cpu_caps.cores_per_L3 &&
> +                /* no glthread */
> +                ctx->CurrentClientDispatch != ctx->MarshalExec &&
> +                /* driver support */
> +                pipe->set_context_param &&
> +                /* do it occasionally */
> +                ++st->pin_thread_counter % 512 == 0)) {
> +      int cpu = sched_getcpu();
> +      if (cpu >= 0) {
> +         unsigned L3_cache = cpu / util_cpu_caps.cores_per_L3;
> +
> +         pipe->set_context_param(pipe,
> +
>  PIPE_CONTEXT_PARAM_PIN_THREADS_TO_L3_CACHE,
> +                                 L3_cache);
> +      }
> +   }
>  }
>
>  /**
>   * This function gets plugged into the VBO module and is called when
>   * we have something to render.
>   * Basically, translate the information into the format expected by
> gallium.
>   */
>  static void
>  st_draw_vbo(struct gl_context *ctx,
>              const struct _mesa_prim *prims,
> --
> 2.17.1
>
>
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