diff options
author | Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> | 2021-07-30 11:48:28 +0200 |
---|---|---|
committer | Marge Bot <eric+marge@anholt.net> | 2021-08-09 10:26:54 +0000 |
commit | 9fe8ae3fcde8d7608d5b03ace51a4a3cebf18fee (patch) | |
tree | 59b1b0fc59e7b54a7e83f0b8beaaa59aebe07966 | |
parent | 20055a307df5aa579e4213c76f394ec77293ff31 (diff) |
radeonsi: don't create an infinite number of variants
If a shader has code like this:
uniform float timestamp;
...
if (timestamp > 0.0)
do_something()
And timestamp is modified each frame, we'll end up generating a new
variant per frame.
This commit introduces a hard limit on the number of variants we generate
for a single shader.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5121
Fixes: b7501184b90 ("radeonsi: implement inlinable uniforms")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12138>
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader.h | 3 | ||||
-rw-r--r-- | src/gallium/drivers/radeonsi/si_state_shaders.c | 25 |
2 files changed, 26 insertions, 2 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.h b/src/gallium/drivers/radeonsi/si_shader.h index b3847db6b05..9cdf8aded1e 100644 --- a/src/gallium/drivers/radeonsi/si_shader.h +++ b/src/gallium/drivers/radeonsi/si_shader.h @@ -698,6 +698,9 @@ struct si_shader_key { unsigned inline_uniforms:1; + /* This must be kept last to limit the number of variants + * depending only on the uniform values. + */ uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS]; } opt; }; diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c index 51db88a6188..cb28301d639 100644 --- a/src/gallium/drivers/radeonsi/si_state_shaders.c +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c @@ -2243,10 +2243,31 @@ current_not_ready: simple_mtx_lock(&sel->mutex); + /* Compute the size of the key without the uniform values. */ + size_t s = (void*)&key->opt.inlined_uniform_values - (void*)key; + int variant_count = 0; + const int max_inline_uniforms_variants = 5; + /* Find the shader variant. */ for (iter = sel->first_variant; iter; iter = iter->next_variant) { - /* Don't check the "current" shader. We checked it above. */ - if (current != iter && memcmp(&iter->key, key, sizeof(*key)) == 0) { + if (memcmp(&iter->key, key, s) == 0) { + /* Check the inlined uniform values separatly, and count + * the number of variants based on them. + */ + if (key->opt.inline_uniforms && + memcmp(iter->key.opt.inlined_uniform_values, + key->opt.inlined_uniform_values, + MAX_INLINABLE_UNIFORMS * 4) != 0) { + if (variant_count++ > max_inline_uniforms_variants) { + /* Too many variants. Disable inlining for this shader. */ + key->opt.inline_uniforms = 0; + memset(key->opt.inlined_uniform_values, 0, MAX_INLINABLE_UNIFORMS * 4); + simple_mtx_unlock(&sel->mutex); + goto again; + } + continue; + } + simple_mtx_unlock(&sel->mutex); if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) { |