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authorPierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>2022-05-02 09:27:59 +0200
committerMarge Bot <emma+marge@anholt.net>2022-05-13 14:40:56 +0000
commite549b6fe42c45efa6e2625cef7c328cb6a6a4319 (patch)
treeaa633ec6b9d7e85874172ba4b5b9dbdb7bfddd8d
parentb75b9d5cb4945af7d0205685fa84bc4dd12ecc62 (diff)
radeonsi: scale the number of shader compiler threads
Instead of spawning all the threads on startup. This speeds up short lived programs (eg: piglit runs duration is reduced by ±25%), avoid wasting resources and still make use of multi-threaded capabilities. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16273>
-rw-r--r--src/gallium/drivers/radeonsi/si_pipe.c19
1 files changed, 14 insertions, 5 deletions
diff --git a/src/gallium/drivers/radeonsi/si_pipe.c b/src/gallium/drivers/radeonsi/si_pipe.c
index 7eb7d364f80..48d7844732c 100644
--- a/src/gallium/drivers/radeonsi/si_pipe.c
+++ b/src/gallium/drivers/radeonsi/si_pipe.c
@@ -1192,18 +1192,27 @@ static struct pipe_screen *radeonsi_screen_create_impl(struct radeon_winsys *ws,
/* Take a reference on the glsl types for the compiler threads. */
glsl_type_singleton_init_or_ref();
- if (!util_queue_init(
- &sscreen->shader_compiler_queue, "sh", 64, num_comp_hi_threads,
- UTIL_QUEUE_INIT_RESIZE_IF_FULL | UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY, NULL)) {
+ /* Start with a single thread and a single slot.
+ * Each time we'll hit the "all slots are in use" case, the number of threads and
+ * slots will be increased.
+ */
+ int num_slots = num_comp_hi_threads == 1 ? 64 : 1;
+ if (!util_queue_init(&sscreen->shader_compiler_queue, "sh", num_slots,
+ num_comp_hi_threads,
+ UTIL_QUEUE_INIT_RESIZE_IF_FULL |
+ UTIL_QUEUE_INIT_SCALE_THREADS |
+ UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY, NULL)) {
si_destroy_shader_cache(sscreen);
FREE(sscreen);
glsl_type_singleton_decref();
return NULL;
}
- if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority, "shlo", 64,
+ if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority, "shlo", num_slots,
num_comp_lo_threads,
- UTIL_QUEUE_INIT_RESIZE_IF_FULL | UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY |
+ UTIL_QUEUE_INIT_RESIZE_IF_FULL |
+ UTIL_QUEUE_INIT_SCALE_THREADS |
+ UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY |
UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY, NULL)) {
si_destroy_shader_cache(sscreen);
FREE(sscreen);