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third_party_mesa3d/src/mesa/main/glthread.c

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/*
* 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"
#ifdef HAVE_PTHREAD
static void
glthread_allocate_batch(struct gl_context *ctx)
{
struct glthread_state *glthread = ctx->GLThread;
/* TODO: handle memory allocation failure. */
glthread->batch = malloc(sizeof(*glthread->batch));
if (!glthread->batch)
return;
memset(glthread->batch, 0, offsetof(struct glthread_batch, buffer));
}
static void
glthread_unmarshal_batch(struct gl_context *ctx, struct glthread_batch *batch)
{
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);
free(batch);
}
static void *
glthread_worker(void *data)
{
struct gl_context *ctx = data;
struct glthread_state *glthread = ctx->GLThread;
ctx->Driver.SetBackgroundContext(ctx);
_glapi_set_context(ctx);
pthread_mutex_lock(&glthread->mutex);
while (true) {
struct glthread_batch *batch;
/* Block (dropping the lock) until new work arrives for us. */
while (!glthread->batch_queue && !glthread->shutdown) {
pthread_cond_broadcast(&glthread->work_done);
pthread_cond_wait(&glthread->new_work, &glthread->mutex);
}
batch = glthread->batch_queue;
if (glthread->shutdown && !batch) {
pthread_cond_broadcast(&glthread->work_done);
pthread_mutex_unlock(&glthread->mutex);
return NULL;
}
glthread->batch_queue = batch->next;
if (glthread->batch_queue_tail == &batch->next)
glthread->batch_queue_tail = &glthread->batch_queue;
glthread->busy = true;
pthread_mutex_unlock(&glthread->mutex);
glthread_unmarshal_batch(ctx, batch);
pthread_mutex_lock(&glthread->mutex);
glthread->busy = false;
}
/* UNREACHED */
return NULL;
}
void
_mesa_glthread_init(struct gl_context *ctx)
{
struct glthread_state *glthread = calloc(1, sizeof(*glthread));
if (!glthread)
return;
ctx->MarshalExec = _mesa_create_marshal_table(ctx);
if (!ctx->MarshalExec) {
free(glthread);
return;
}
ctx->CurrentClientDispatch = ctx->MarshalExec;
pthread_mutex_init(&glthread->mutex, NULL);
pthread_cond_init(&glthread->new_work, NULL);
pthread_cond_init(&glthread->work_done, NULL);
glthread->batch_queue_tail = &glthread->batch_queue;
ctx->GLThread = glthread;
glthread_allocate_batch(ctx);
pthread_create(&glthread->thread, NULL, glthread_worker, ctx);
}
void
_mesa_glthread_destroy(struct gl_context *ctx)
{
struct glthread_state *glthread = ctx->GLThread;
if (!glthread)
return;
_mesa_glthread_flush_batch(ctx);
pthread_mutex_lock(&glthread->mutex);
glthread->shutdown = true;
pthread_cond_broadcast(&glthread->new_work);
pthread_mutex_unlock(&glthread->mutex);
/* Since this waits for the thread to exit, it means that all queued work
* will have been completed.
*/
pthread_join(glthread->thread, NULL);
pthread_cond_destroy(&glthread->new_work);
pthread_cond_destroy(&glthread->work_done);
pthread_mutex_destroy(&glthread->mutex);
/* Due to the join above, there should be one empty batch allocated at this
* point, and no batches queued.
*/
assert(!glthread->batch->used);
assert(!glthread->batch->next);
free(glthread->batch);
assert(!glthread->batch_queue);
free(glthread);
ctx->GLThread = NULL;
/* 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;
struct glthread_batch *batch;
if (!glthread)
return;
batch = glthread->batch;
if (!batch->used)
return;
/* Immediately reallocate a new batch, since the next marshalled call would
* just do it.
*/
glthread_allocate_batch(ctx);
/* 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(ctx, batch);
_glapi_set_dispatch(ctx->CurrentClientDispatch);
return;
}
pthread_mutex_lock(&glthread->mutex);
*glthread->batch_queue_tail = batch;
glthread->batch_queue_tail = &batch->next;
pthread_cond_broadcast(&glthread->new_work);
pthread_mutex_unlock(&glthread->mutex);
}
/**
* 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 (pthread_self() == glthread->thread)
return;
_mesa_glthread_flush_batch(ctx);
pthread_mutex_lock(&glthread->mutex);
while (glthread->batch_queue || glthread->busy)
pthread_cond_wait(&glthread->work_done, &glthread->mutex);
pthread_mutex_unlock(&glthread->mutex);
}
#endif