1b8e80941Smrg/* 2b8e80941Smrg * Copyright © 2012 Intel Corporation 3b8e80941Smrg * 4b8e80941Smrg * Permission is hereby granted, free of charge, to any person obtaining a 5b8e80941Smrg * copy of this software and associated documentation files (the "Software"), 6b8e80941Smrg * to deal in the Software without restriction, including without limitation 7b8e80941Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8b8e80941Smrg * and/or sell copies of the Software, and to permit persons to whom the 9b8e80941Smrg * Software is furnished to do so, subject to the following conditions: 10b8e80941Smrg * 11b8e80941Smrg * The above copyright notice and this permission notice (including the next 12b8e80941Smrg * paragraph) shall be included in all copies or substantial portions of the 13b8e80941Smrg * Software. 14b8e80941Smrg * 15b8e80941Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16b8e80941Smrg * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17b8e80941Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18b8e80941Smrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19b8e80941Smrg * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20b8e80941Smrg * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21b8e80941Smrg * IN THE SOFTWARE. 22b8e80941Smrg */ 23b8e80941Smrg 24b8e80941Smrg/** @file glthread.c 25b8e80941Smrg * 26b8e80941Smrg * Support functions for the glthread feature of Mesa. 27b8e80941Smrg * 28b8e80941Smrg * In multicore systems, many applications end up CPU-bound with about half 29b8e80941Smrg * their time spent inside their rendering thread and half inside Mesa. To 30b8e80941Smrg * alleviate this, we put a shim layer in Mesa at the GL dispatch level that 31b8e80941Smrg * quickly logs the GL commands to a buffer to be processed by a worker 32b8e80941Smrg * thread. 33b8e80941Smrg */ 34b8e80941Smrg 35b8e80941Smrg#include "main/mtypes.h" 36b8e80941Smrg#include "main/glthread.h" 37b8e80941Smrg#include "main/marshal.h" 38b8e80941Smrg#include "main/marshal_generated.h" 39b8e80941Smrg#include "util/u_atomic.h" 40b8e80941Smrg#include "util/u_thread.h" 41b8e80941Smrg 42b8e80941Smrg 43b8e80941Smrgstatic void 44b8e80941Smrgglthread_unmarshal_batch(void *job, int thread_index) 45b8e80941Smrg{ 46b8e80941Smrg struct glthread_batch *batch = (struct glthread_batch*)job; 47b8e80941Smrg struct gl_context *ctx = batch->ctx; 48b8e80941Smrg size_t pos = 0; 49b8e80941Smrg 50b8e80941Smrg _glapi_set_dispatch(ctx->CurrentServerDispatch); 51b8e80941Smrg 52b8e80941Smrg while (pos < batch->used) 53b8e80941Smrg pos += _mesa_unmarshal_dispatch_cmd(ctx, &batch->buffer[pos]); 54b8e80941Smrg 55b8e80941Smrg assert(pos == batch->used); 56b8e80941Smrg batch->used = 0; 57b8e80941Smrg} 58b8e80941Smrg 59b8e80941Smrgstatic void 60b8e80941Smrgglthread_thread_initialization(void *job, int thread_index) 61b8e80941Smrg{ 62b8e80941Smrg struct gl_context *ctx = (struct gl_context*)job; 63b8e80941Smrg 64b8e80941Smrg ctx->Driver.SetBackgroundContext(ctx, &ctx->GLThread->stats); 65b8e80941Smrg _glapi_set_context(ctx); 66b8e80941Smrg} 67b8e80941Smrg 68b8e80941Smrgvoid 69b8e80941Smrg_mesa_glthread_init(struct gl_context *ctx) 70b8e80941Smrg{ 71b8e80941Smrg struct glthread_state *glthread = calloc(1, sizeof(*glthread)); 72b8e80941Smrg 73b8e80941Smrg if (!glthread) 74b8e80941Smrg return; 75b8e80941Smrg 76b8e80941Smrg if (!util_queue_init(&glthread->queue, "gl", MARSHAL_MAX_BATCHES - 2, 77b8e80941Smrg 1, 0)) { 78b8e80941Smrg free(glthread); 79b8e80941Smrg return; 80b8e80941Smrg } 81b8e80941Smrg 82b8e80941Smrg ctx->MarshalExec = _mesa_create_marshal_table(ctx); 83b8e80941Smrg if (!ctx->MarshalExec) { 84b8e80941Smrg util_queue_destroy(&glthread->queue); 85b8e80941Smrg free(glthread); 86b8e80941Smrg return; 87b8e80941Smrg } 88b8e80941Smrg 89b8e80941Smrg for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) { 90b8e80941Smrg glthread->batches[i].ctx = ctx; 91b8e80941Smrg util_queue_fence_init(&glthread->batches[i].fence); 92b8e80941Smrg } 93b8e80941Smrg 94b8e80941Smrg glthread->stats.queue = &glthread->queue; 95b8e80941Smrg ctx->CurrentClientDispatch = ctx->MarshalExec; 96b8e80941Smrg ctx->GLThread = glthread; 97b8e80941Smrg 98b8e80941Smrg /* Execute the thread initialization function in the thread. */ 99b8e80941Smrg struct util_queue_fence fence; 100b8e80941Smrg util_queue_fence_init(&fence); 101b8e80941Smrg util_queue_add_job(&glthread->queue, ctx, &fence, 102b8e80941Smrg glthread_thread_initialization, NULL); 103b8e80941Smrg util_queue_fence_wait(&fence); 104b8e80941Smrg util_queue_fence_destroy(&fence); 105b8e80941Smrg} 106b8e80941Smrg 107b8e80941Smrgvoid 108b8e80941Smrg_mesa_glthread_destroy(struct gl_context *ctx) 109b8e80941Smrg{ 110b8e80941Smrg struct glthread_state *glthread = ctx->GLThread; 111b8e80941Smrg 112b8e80941Smrg if (!glthread) 113b8e80941Smrg return; 114b8e80941Smrg 115b8e80941Smrg _mesa_glthread_finish(ctx); 116b8e80941Smrg util_queue_destroy(&glthread->queue); 117b8e80941Smrg 118b8e80941Smrg for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) 119b8e80941Smrg util_queue_fence_destroy(&glthread->batches[i].fence); 120b8e80941Smrg 121b8e80941Smrg free(glthread); 122b8e80941Smrg ctx->GLThread = NULL; 123b8e80941Smrg 124b8e80941Smrg _mesa_glthread_restore_dispatch(ctx, "destroy"); 125b8e80941Smrg} 126b8e80941Smrg 127b8e80941Smrgvoid 128b8e80941Smrg_mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func) 129b8e80941Smrg{ 130b8e80941Smrg /* Remove ourselves from the dispatch table except if another ctx/thread 131b8e80941Smrg * already installed a new dispatch table. 132b8e80941Smrg * 133b8e80941Smrg * Typically glxMakeCurrent will bind a new context (install new table) then 134b8e80941Smrg * old context might be deleted. 135b8e80941Smrg */ 136b8e80941Smrg if (_glapi_get_dispatch() == ctx->MarshalExec) { 137b8e80941Smrg ctx->CurrentClientDispatch = ctx->CurrentServerDispatch; 138b8e80941Smrg _glapi_set_dispatch(ctx->CurrentClientDispatch); 139b8e80941Smrg#if 0 140b8e80941Smrg printf("glthread disabled: %s\n", func); 141b8e80941Smrg#endif 142b8e80941Smrg } 143b8e80941Smrg} 144b8e80941Smrg 145b8e80941Smrgvoid 146b8e80941Smrg_mesa_glthread_flush_batch(struct gl_context *ctx) 147b8e80941Smrg{ 148b8e80941Smrg struct glthread_state *glthread = ctx->GLThread; 149b8e80941Smrg if (!glthread) 150b8e80941Smrg return; 151b8e80941Smrg 152b8e80941Smrg struct glthread_batch *next = &glthread->batches[glthread->next]; 153b8e80941Smrg if (!next->used) 154b8e80941Smrg return; 155b8e80941Smrg 156b8e80941Smrg /* Debug: execute the batch immediately from this thread. 157b8e80941Smrg * 158b8e80941Smrg * Note that glthread_unmarshal_batch() changes the dispatch table so we'll 159b8e80941Smrg * need to restore it when it returns. 160b8e80941Smrg */ 161b8e80941Smrg if (false) { 162b8e80941Smrg glthread_unmarshal_batch(next, 0); 163b8e80941Smrg _glapi_set_dispatch(ctx->CurrentClientDispatch); 164b8e80941Smrg return; 165b8e80941Smrg } 166b8e80941Smrg 167b8e80941Smrg p_atomic_add(&glthread->stats.num_offloaded_items, next->used); 168b8e80941Smrg 169b8e80941Smrg util_queue_add_job(&glthread->queue, next, &next->fence, 170b8e80941Smrg glthread_unmarshal_batch, NULL); 171b8e80941Smrg glthread->last = glthread->next; 172b8e80941Smrg glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES; 173b8e80941Smrg} 174b8e80941Smrg 175b8e80941Smrg/** 176b8e80941Smrg * Waits for all pending batches have been unmarshaled. 177b8e80941Smrg * 178b8e80941Smrg * This can be used by the main thread to synchronize access to the context, 179b8e80941Smrg * since the worker thread will be idle after this. 180b8e80941Smrg */ 181b8e80941Smrgvoid 182b8e80941Smrg_mesa_glthread_finish(struct gl_context *ctx) 183b8e80941Smrg{ 184b8e80941Smrg struct glthread_state *glthread = ctx->GLThread; 185b8e80941Smrg if (!glthread) 186b8e80941Smrg return; 187b8e80941Smrg 188b8e80941Smrg /* If this is called from the worker thread, then we've hit a path that 189b8e80941Smrg * might be called from either the main thread or the worker (such as some 190b8e80941Smrg * dri interface entrypoints), in which case we don't need to actually 191b8e80941Smrg * synchronize against ourself. 192b8e80941Smrg */ 193b8e80941Smrg if (u_thread_is_self(glthread->queue.threads[0])) 194b8e80941Smrg return; 195b8e80941Smrg 196b8e80941Smrg struct glthread_batch *last = &glthread->batches[glthread->last]; 197b8e80941Smrg struct glthread_batch *next = &glthread->batches[glthread->next]; 198b8e80941Smrg bool synced = false; 199b8e80941Smrg 200b8e80941Smrg if (!util_queue_fence_is_signalled(&last->fence)) { 201b8e80941Smrg util_queue_fence_wait(&last->fence); 202b8e80941Smrg synced = true; 203b8e80941Smrg } 204b8e80941Smrg 205b8e80941Smrg if (next->used) { 206b8e80941Smrg p_atomic_add(&glthread->stats.num_direct_items, next->used); 207b8e80941Smrg 208b8e80941Smrg /* Since glthread_unmarshal_batch changes the dispatch to direct, 209b8e80941Smrg * restore it after it's done. 210b8e80941Smrg */ 211b8e80941Smrg struct _glapi_table *dispatch = _glapi_get_dispatch(); 212b8e80941Smrg glthread_unmarshal_batch(next, 0); 213b8e80941Smrg _glapi_set_dispatch(dispatch); 214b8e80941Smrg 215b8e80941Smrg /* It's not a sync because we don't enqueue partial batches, but 216b8e80941Smrg * it would be a sync if we did. So count it anyway. 217b8e80941Smrg */ 218b8e80941Smrg synced = true; 219b8e80941Smrg } 220b8e80941Smrg 221b8e80941Smrg if (synced) 222b8e80941Smrg p_atomic_inc(&glthread->stats.num_syncs); 223b8e80941Smrg} 224