xref: /third_party/mesa3d/src/mesa/main/glthread.c (revision bf215546)
1/*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24/** @file glthread.c
25 *
26 * Support functions for the glthread feature of Mesa.
27 *
28 * In multicore systems, many applications end up CPU-bound with about half
29 * their time spent inside their rendering thread and half inside Mesa.  To
30 * alleviate this, we put a shim layer in Mesa at the GL dispatch level that
31 * quickly logs the GL commands to a buffer to be processed by a worker
32 * thread.
33 */
34
35#include "main/mtypes.h"
36#include "main/glthread.h"
37#include "main/glthread_marshal.h"
38#include "main/hash.h"
39#include "util/u_atomic.h"
40#include "util/u_thread.h"
41#include "util/u_cpu_detect.h"
42
43#include "state_tracker/st_context.h"
44
45static void
46glthread_unmarshal_batch(void *job, void *gdata, int thread_index)
47{
48   struct glthread_batch *batch = (struct glthread_batch*)job;
49   struct gl_context *ctx = batch->ctx;
50   unsigned pos = 0;
51   unsigned used = batch->used;
52   uint64_t *buffer = batch->buffer;
53   const uint64_t *last = &buffer[used];
54
55   _glapi_set_dispatch(ctx->CurrentServerDispatch);
56
57   _mesa_HashLockMutex(ctx->Shared->BufferObjects);
58   ctx->BufferObjectsLocked = true;
59   simple_mtx_lock(&ctx->Shared->TexMutex);
60   ctx->TexturesLocked = true;
61
62   while (pos < used) {
63      const struct marshal_cmd_base *cmd =
64         (const struct marshal_cmd_base *)&buffer[pos];
65
66      pos += _mesa_unmarshal_dispatch[cmd->cmd_id](ctx, cmd, last);
67   }
68
69   ctx->TexturesLocked = false;
70   simple_mtx_unlock(&ctx->Shared->TexMutex);
71   ctx->BufferObjectsLocked = false;
72   _mesa_HashUnlockMutex(ctx->Shared->BufferObjects);
73
74   assert(pos == used);
75   batch->used = 0;
76
77   unsigned batch_index = batch - ctx->GLThread.batches;
78   /* Atomically set this to -1 if it's equal to batch_index. */
79   p_atomic_cmpxchg(&ctx->GLThread.LastProgramChangeBatch, batch_index, -1);
80   p_atomic_cmpxchg(&ctx->GLThread.LastDListChangeBatchIndex, batch_index, -1);
81}
82
83static void
84glthread_thread_initialization(void *job, void *gdata, int thread_index)
85{
86   struct gl_context *ctx = (struct gl_context*)job;
87
88   st_set_background_context(ctx, &ctx->GLThread.stats);
89   _glapi_set_context(ctx);
90}
91
92void
93_mesa_glthread_init(struct gl_context *ctx)
94{
95   struct glthread_state *glthread = &ctx->GLThread;
96
97   assert(!glthread->enabled);
98
99   if (!util_queue_init(&glthread->queue, "gl", MARSHAL_MAX_BATCHES - 2,
100                        1, 0, NULL)) {
101      return;
102   }
103
104   glthread->VAOs = _mesa_NewHashTable();
105   if (!glthread->VAOs) {
106      util_queue_destroy(&glthread->queue);
107      return;
108   }
109
110   _mesa_glthread_reset_vao(&glthread->DefaultVAO);
111   glthread->CurrentVAO = &glthread->DefaultVAO;
112
113   if (!_mesa_create_marshal_tables(ctx)) {
114      _mesa_DeleteHashTable(glthread->VAOs);
115      util_queue_destroy(&glthread->queue);
116      return;
117   }
118
119   for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) {
120      glthread->batches[i].ctx = ctx;
121      util_queue_fence_init(&glthread->batches[i].fence);
122   }
123   glthread->next_batch = &glthread->batches[glthread->next];
124   glthread->used = 0;
125
126   glthread->enabled = true;
127   glthread->stats.queue = &glthread->queue;
128
129   glthread->SupportsBufferUploads =
130      ctx->Const.BufferCreateMapUnsynchronizedThreadSafe &&
131      ctx->Const.AllowMappedBuffersDuringExecution;
132
133   /* If the draw start index is non-zero, glthread can upload to offset 0,
134    * which means the attrib offset has to be -(first * stride).
135    * So require signed vertex buffer offsets.
136    */
137   glthread->SupportsNonVBOUploads = glthread->SupportsBufferUploads &&
138                                     ctx->Const.VertexBufferOffsetIsInt32;
139
140   ctx->CurrentClientDispatch = ctx->MarshalExec;
141
142   glthread->LastDListChangeBatchIndex = -1;
143
144   /* Execute the thread initialization function in the thread. */
145   struct util_queue_fence fence;
146   util_queue_fence_init(&fence);
147   util_queue_add_job(&glthread->queue, ctx, &fence,
148                      glthread_thread_initialization, NULL, 0);
149   util_queue_fence_wait(&fence);
150   util_queue_fence_destroy(&fence);
151}
152
153static void
154free_vao(void *data, UNUSED void *userData)
155{
156   free(data);
157}
158
159void
160_mesa_glthread_destroy(struct gl_context *ctx, const char *reason)
161{
162   struct glthread_state *glthread = &ctx->GLThread;
163
164   if (!glthread->enabled)
165      return;
166
167   if (reason)
168      _mesa_debug(ctx, "glthread destroy reason: %s\n", reason);
169
170   _mesa_glthread_finish(ctx);
171   util_queue_destroy(&glthread->queue);
172
173   for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++)
174      util_queue_fence_destroy(&glthread->batches[i].fence);
175
176   _mesa_HashDeleteAll(glthread->VAOs, free_vao, NULL);
177   _mesa_DeleteHashTable(glthread->VAOs);
178
179   ctx->GLThread.enabled = false;
180   ctx->CurrentClientDispatch = ctx->CurrentServerDispatch;
181
182   /* Update the dispatch only if the context is current. */
183   if (_glapi_get_dispatch() == ctx->MarshalExec) {
184       _glapi_set_dispatch(ctx->CurrentClientDispatch);
185   }
186}
187
188void
189_mesa_glthread_flush_batch(struct gl_context *ctx)
190{
191   struct glthread_state *glthread = &ctx->GLThread;
192   if (!glthread->enabled)
193      return;
194
195   if (ctx->CurrentServerDispatch == ctx->ContextLost) {
196      _mesa_glthread_destroy(ctx, "context lost");
197      return;
198   }
199
200   if (!glthread->used)
201      return; /* the batch is empty */
202
203   /* Pin threads regularly to the same Zen CCX that the main thread is
204    * running on. The main thread can move between CCXs.
205    */
206   if (util_get_cpu_caps()->num_L3_caches > 1 &&
207       /* driver support */
208       ctx->pipe->set_context_param &&
209       ++glthread->pin_thread_counter % 128 == 0) {
210      int cpu = util_get_current_cpu();
211
212      if (cpu >= 0) {
213         uint16_t L3_cache = util_get_cpu_caps()->cpu_to_L3[cpu];
214         if (L3_cache != U_CPU_INVALID_L3) {
215            util_set_thread_affinity(glthread->queue.threads[0],
216                                     util_get_cpu_caps()->L3_affinity_mask[L3_cache],
217                                     NULL, util_get_cpu_caps()->num_cpu_mask_bits);
218            ctx->pipe->set_context_param(ctx->pipe,
219                                         PIPE_CONTEXT_PARAM_PIN_THREADS_TO_L3_CACHE,
220                                         L3_cache);
221         }
222      }
223   }
224
225   struct glthread_batch *next = glthread->next_batch;
226
227   /* Debug: execute the batch immediately from this thread.
228    *
229    * Note that glthread_unmarshal_batch() changes the dispatch table so we'll
230    * need to restore it when it returns.
231    */
232   if (false) {
233      glthread_unmarshal_batch(next, NULL, 0);
234      _glapi_set_dispatch(ctx->CurrentClientDispatch);
235      return;
236   }
237
238   p_atomic_add(&glthread->stats.num_offloaded_items, glthread->used);
239   next->used = glthread->used;
240
241   util_queue_add_job(&glthread->queue, next, &next->fence,
242                      glthread_unmarshal_batch, NULL, 0);
243   glthread->last = glthread->next;
244   glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
245   glthread->next_batch = &glthread->batches[glthread->next];
246   glthread->used = 0;
247}
248
249/**
250 * Waits for all pending batches have been unmarshaled.
251 *
252 * This can be used by the main thread to synchronize access to the context,
253 * since the worker thread will be idle after this.
254 */
255void
256_mesa_glthread_finish(struct gl_context *ctx)
257{
258   struct glthread_state *glthread = &ctx->GLThread;
259   if (!glthread->enabled)
260      return;
261
262   /* If this is called from the worker thread, then we've hit a path that
263    * might be called from either the main thread or the worker (such as some
264    * dri interface entrypoints), in which case we don't need to actually
265    * synchronize against ourself.
266    */
267   if (u_thread_is_self(glthread->queue.threads[0]))
268      return;
269
270   struct glthread_batch *last = &glthread->batches[glthread->last];
271   struct glthread_batch *next = glthread->next_batch;
272   bool synced = false;
273
274   if (!util_queue_fence_is_signalled(&last->fence)) {
275      util_queue_fence_wait(&last->fence);
276      synced = true;
277   }
278
279   if (glthread->used) {
280      p_atomic_add(&glthread->stats.num_direct_items, glthread->used);
281      next->used = glthread->used;
282      glthread->used = 0;
283
284      /* Since glthread_unmarshal_batch changes the dispatch to direct,
285       * restore it after it's done.
286       */
287      struct _glapi_table *dispatch = _glapi_get_dispatch();
288      glthread_unmarshal_batch(next, NULL, 0);
289      _glapi_set_dispatch(dispatch);
290
291      /* It's not a sync because we don't enqueue partial batches, but
292       * it would be a sync if we did. So count it anyway.
293       */
294      synced = true;
295   }
296
297   if (synced)
298      p_atomic_inc(&glthread->stats.num_syncs);
299}
300
301void
302_mesa_glthread_finish_before(struct gl_context *ctx, const char *func)
303{
304   _mesa_glthread_finish(ctx);
305
306   /* Uncomment this if you want to know where glthread syncs. */
307   /*printf("fallback to sync: %s\n", func);*/
308}
309
310void
311_mesa_error_glthread_safe(struct gl_context *ctx, GLenum error, bool glthread,
312                          const char *format, ...)
313{
314   if (glthread) {
315      _mesa_marshal_InternalSetError(error);
316   } else {
317      char s[MAX_DEBUG_MESSAGE_LENGTH];
318      va_list args;
319
320      va_start(args, format);
321      ASSERTED size_t len = vsnprintf(s, MAX_DEBUG_MESSAGE_LENGTH, format, args);
322      va_end(args);
323
324      /* Whoever calls _mesa_error should use shorter strings. */
325      assert(len < MAX_DEBUG_MESSAGE_LENGTH);
326
327      _mesa_error(ctx, error, "%s", s);
328   }
329}
330