/* * Copyright © 2012 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** @file glthread.c * * Support functions for the glthread feature of Mesa. * * In multicore systems, many applications end up CPU-bound with about half * their time spent inside their rendering thread and half inside Mesa. To * alleviate this, we put a shim layer in Mesa at the GL dispatch level that * quickly logs the GL commands to a buffer to be processed by a worker * thread. */ #include "main/mtypes.h" #include "main/glthread.h" #include "main/marshal.h" #include "main/marshal_generated.h" #include "util/u_atomic.h" #include "util/u_thread.h" static void glthread_unmarshal_batch(void *job, int thread_index) { struct glthread_batch *batch = (struct glthread_batch*)job; struct gl_context *ctx = batch->ctx; size_t pos = 0; _glapi_set_dispatch(ctx->CurrentServerDispatch); while (pos < batch->used) pos += _mesa_unmarshal_dispatch_cmd(ctx, &batch->buffer[pos]); assert(pos == batch->used); batch->used = 0; } static void glthread_thread_initialization(void *job, int thread_index) { struct gl_context *ctx = (struct gl_context*)job; ctx->Driver.SetBackgroundContext(ctx, &ctx->GLThread->stats); _glapi_set_context(ctx); } void _mesa_glthread_init(struct gl_context *ctx) { struct glthread_state *glthread = calloc(1, sizeof(*glthread)); if (!glthread) return; if (!util_queue_init(&glthread->queue, "glthread", MARSHAL_MAX_BATCHES - 2, 1, 0)) { free(glthread); return; } ctx->MarshalExec = _mesa_create_marshal_table(ctx); if (!ctx->MarshalExec) { util_queue_destroy(&glthread->queue); free(glthread); return; } for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) { glthread->batches[i].ctx = ctx; util_queue_fence_init(&glthread->batches[i].fence); } glthread->stats.queue = &glthread->queue; ctx->CurrentClientDispatch = ctx->MarshalExec; ctx->GLThread = glthread; /* Execute the thread initialization function in the thread. */ struct util_queue_fence fence; util_queue_fence_init(&fence); util_queue_add_job(&glthread->queue, ctx, &fence, glthread_thread_initialization, NULL); util_queue_fence_wait(&fence); util_queue_fence_destroy(&fence); } void _mesa_glthread_destroy(struct gl_context *ctx) { struct glthread_state *glthread = ctx->GLThread; if (!glthread) return; _mesa_glthread_finish(ctx); util_queue_destroy(&glthread->queue); for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) util_queue_fence_destroy(&glthread->batches[i].fence); free(glthread); ctx->GLThread = NULL; _mesa_glthread_restore_dispatch(ctx); } void _mesa_glthread_restore_dispatch(struct gl_context *ctx) { /* Remove ourselves from the dispatch table except if another ctx/thread * already installed a new dispatch table. * * Typically glxMakeCurrent will bind a new context (install new table) then * old context might be deleted. */ if (_glapi_get_dispatch() == ctx->MarshalExec) { ctx->CurrentClientDispatch = ctx->CurrentServerDispatch; _glapi_set_dispatch(ctx->CurrentClientDispatch); } } void _mesa_glthread_flush_batch(struct gl_context *ctx) { struct glthread_state *glthread = ctx->GLThread; if (!glthread) return; struct glthread_batch *next = &glthread->batches[glthread->next]; if (!next->used) return; /* Debug: execute the batch immediately from this thread. * * Note that glthread_unmarshal_batch() changes the dispatch table so we'll * need to restore it when it returns. */ if (false) { glthread_unmarshal_batch(next, 0); _glapi_set_dispatch(ctx->CurrentClientDispatch); return; } p_atomic_add(&glthread->stats.num_offloaded_items, next->used); util_queue_add_job(&glthread->queue, next, &next->fence, glthread_unmarshal_batch, NULL); glthread->last = glthread->next; glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES; } /** * Waits for all pending batches have been unmarshaled. * * This can be used by the main thread to synchronize access to the context, * since the worker thread will be idle after this. */ void _mesa_glthread_finish(struct gl_context *ctx) { struct glthread_state *glthread = ctx->GLThread; if (!glthread) return; /* If this is called from the worker thread, then we've hit a path that * might be called from either the main thread or the worker (such as some * dri interface entrypoints), in which case we don't need to actually * synchronize against ourself. */ if (u_thread_is_self(glthread->queue.threads[0])) return; struct glthread_batch *last = &glthread->batches[glthread->last]; struct glthread_batch *next = &glthread->batches[glthread->next]; bool synced = false; if (!util_queue_fence_is_signalled(&last->fence)) { util_queue_fence_wait(&last->fence); synced = true; } if (next->used) { p_atomic_add(&glthread->stats.num_direct_items, next->used); /* Since glthread_unmarshal_batch changes the dispatch to direct, * restore it after it's done. */ struct _glapi_table *dispatch = _glapi_get_dispatch(); glthread_unmarshal_batch(next, 0); _glapi_set_dispatch(dispatch); /* It's not a sync because we don't enqueue partial batches, but * it would be a sync if we did. So count it anyway. */ synced = true; } if (synced) p_atomic_inc(&glthread->stats.num_syncs); }