[Mesa-dev] [PATCH 8/8] radeonsi: add radeonsi_sync_compile option
Nicolai Hähnle
nhaehnle at gmail.com
Wed Apr 24 13:14:36 UTC 2019
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
Force the driver thread to sync immediately with a compiler thread (but
compilation still happens in a separate thread).
This can be useful to simplify debugging compiler issues.
---
src/gallium/drivers/radeonsi/si_debug_options.inc | 1 +
src/gallium/drivers/radeonsi/si_state_shaders.c | 13 ++++++++++---
2 files changed, 11 insertions(+), 3 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_debug_options.inc b/src/gallium/drivers/radeonsi/si_debug_options.inc
index f4c3e19ed95..019256ca1d1 100644
--- a/src/gallium/drivers/radeonsi/si_debug_options.inc
+++ b/src/gallium/drivers/radeonsi/si_debug_options.inc
@@ -1,5 +1,6 @@
OPT_BOOL(clear_db_cache_before_clear, false, "Clear DB cache before fast depth clear")
OPT_BOOL(enable_nir, false, "Enable NIR")
OPT_BOOL(aux_debug, false, "Generate ddebug_dumps for the auxiliary context")
+OPT_BOOL(sync_compile, false, "Always compile synchronously (will cause stalls)")
#undef OPT_BOOL
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 5bdfd4f6ac1..f57e7730905 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -1945,20 +1945,24 @@ current_not_ready:
sel->first_variant = shader;
sel->last_variant = shader;
} else {
sel->last_variant->next_variant = shader;
sel->last_variant = shader;
}
/* Use the default (unoptimized) shader for now. */
memset(&key->opt, 0, sizeof(key->opt));
mtx_unlock(&sel->mutex);
+
+ if (sscreen->options.sync_compile)
+ util_queue_fence_wait(&shader->ready);
+
goto again;
}
/* Reset the fence before adding to the variant list. */
util_queue_fence_reset(&shader->ready);
if (!sel->last_variant) {
sel->first_variant = shader;
sel->last_variant = shader;
} else {
@@ -2157,38 +2161,41 @@ static void si_init_shader_selector_async(void *job, int thread_index)
}
void si_schedule_initial_compile(struct si_context *sctx, unsigned processor,
struct util_queue_fence *ready_fence,
struct si_compiler_ctx_state *compiler_ctx_state,
void *job, util_queue_execute_func execute)
{
util_queue_fence_init(ready_fence);
struct util_async_debug_callback async_debug;
- bool wait =
+ bool debug =
(sctx->debug.debug_message && !sctx->debug.async) ||
sctx->is_debug ||
si_can_dump_shader(sctx->screen, processor);
- if (wait) {
+ if (debug) {
u_async_debug_init(&async_debug);
compiler_ctx_state->debug = async_debug.base;
}
util_queue_add_job(&sctx->screen->shader_compiler_queue, job,
ready_fence, execute, NULL);
- if (wait) {
+ if (debug) {
util_queue_fence_wait(ready_fence);
u_async_debug_drain(&async_debug, &sctx->debug);
u_async_debug_cleanup(&async_debug);
}
+
+ if (sctx->screen->options.sync_compile)
+ util_queue_fence_wait(ready_fence);
}
/* Return descriptor slot usage masks from the given shader info. */
void si_get_active_slot_masks(const struct tgsi_shader_info *info,
uint32_t *const_and_shader_buffers,
uint64_t *samplers_and_images)
{
unsigned start, num_shaderbufs, num_constbufs, num_images, num_samplers;
num_shaderbufs = util_last_bit(info->shader_buffers_declared);
--
2.20.1
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