[Nouveau] [Mesa-dev] [PATCH try 2 2/2] gallium/nouveau: move pushbuf and fences to context

Maarten Lankhorst maarten.lankhorst at canonical.com
Mon Jun 23 00:39:03 PDT 2014


op 23-06-14 09:24, Ben Skeggs schreef:
> On Mon, Jun 23, 2014 at 5:17 PM, Maarten Lankhorst
> <maarten.lankhorst at canonical.com> wrote:
>> op 21-06-14 14:12, Ilia Mirkin schreef:
>>> On Tue, Jun 17, 2014 at 2:34 AM, Maarten Lankhorst
>>> <maarten.lankhorst at canonical.com> wrote:
>>>> nv30 seems to not support dma objects with offset, so simply extend the query_heap to cover the
>>>> entire notifier, and use a offset in nv30_context_kick_notify.
>>> It would be great if you could detail the list of transformations that
>>> were done in the commit description, as well as what the "new way" is
>>> (if any) for the various concepts.
>> I moved the pushbuf and fences to each context separately. The PUSH_KICK on context switch ensures
>> that the previous context is flushed.
>>> This change doesn't have any of the locking -- is that coming in a
>>> future change? Otherwise we're still vulnerable to multiple threads
>>> trying to render at the same time. (Now with screen sharing, even if
>>> they end up with separate screens, we'd still be in trouble.)
>> I haven't done any locking changes, because I don't believe locking is the answer here.
>> With each context having its own pushbuf we can ensure that things aren't flushed, so
>> on flush it should assume all state is dirty. After this is done the PUSH_KICK of the old
>> context on context switch can be removed, and suddenly the driver is thread-safe because
>> only the pushbuf to kernel command submission could race. ;-)
> It would be interesting to see some numbers on the impact of assuming
> all state is lost each flush vs doing the locking.
Using locking would mean only a single thread could do command submission at a time, so it still wouldn't be true multithreaded opengl.
And there still seem to be some cases in which this isn't enough, for example the query stuff should probably become a dirty flag for validation.

~Maarten


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