st/mesa: implement "zombie" sampler views (v2)
When st_texture_release_all_sampler_views() is called the texture may have sampler views belonging to several contexts. If we unreference a sampler view and its refcount hits zero, we need to be sure to destroy the sampler view with the same context which created it. This was not the case with the previous code which used pipe_sampler_view_release(). That function could end up freeing a sampler view with a context different than the one which created it. In the case of the VMware svga driver, we detected this but leaked the sampler view. This led to a crash with google-chrome when the kernel module had too many sampler views. VMware bug 2274734. Alternately, if we try to delete a sampler view with the correct context, we may be "reaching into" a context which is active on another thread. That's not safe. To fix these issues this patch adds a per-context list of "zombie" sampler views. These are views which are to be freed at some point when the context is active. Other contexts may safely add sampler views to the zombie list at any time (it's mutex protected). This avoids the context/view ownership mix-ups we had before. Tested with: google-chrome, google earth, Redway3D Watch/Turbine demos a few Linux games. If anyone can recomment some other multi-threaded, multi-context GL apps to test, please let me know. v2: avoid potential race issue by always adding sampler views to the zombie list if the view's context doesn't match the current context, ignoring the refcount. Reviewed-by: Roland Scheidegger <sroland@vmware.com> Reviewed-by: Neha Bhende <bhenden@vmware.com> Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de> Reviewed-By: Jose Fonseca <jfonseca@vmware.com>
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@@ -261,6 +261,79 @@ st_invalidate_state(struct gl_context *ctx)
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}
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/*
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* In some circumstances (such as running google-chrome) the state
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* tracker may try to delete a resource view from a context different
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* than when it was created. We don't want to do that.
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*
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* In that situation, st_texture_release_all_sampler_views() calls this
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* function to transfer the sampler view reference to this context (expected
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* to be the context which created the view.)
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*/
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void
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st_save_zombie_sampler_view(struct st_context *st,
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struct pipe_sampler_view *view)
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{
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struct st_zombie_sampler_view_node *entry;
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assert(view->context == st->pipe);
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entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
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if (!entry)
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return;
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entry->view = view;
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/* We need a mutex since this function may be called from one thread
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* while free_zombie_resource_views() is called from another.
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*/
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mtx_lock(&st->zombie_sampler_views.mutex);
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LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node);
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mtx_unlock(&st->zombie_sampler_views.mutex);
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}
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/*
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* Free any zombie sampler views that may be attached to this context.
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*/
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static void
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free_zombie_sampler_views(struct st_context *st)
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{
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struct st_zombie_sampler_view_node *entry, *next;
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if (LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)) {
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return;
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}
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mtx_lock(&st->zombie_sampler_views.mutex);
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LIST_FOR_EACH_ENTRY_SAFE(entry, next,
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&st->zombie_sampler_views.list.node, node) {
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LIST_DEL(&entry->node); // remove this entry from the list
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assert(entry->view->context == st->pipe);
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pipe_sampler_view_reference(&entry->view, NULL);
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free(entry);
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}
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assert(LIST_IS_EMPTY(&st->zombie_sampler_views.list.node));
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mtx_unlock(&st->zombie_sampler_views.mutex);
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}
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/*
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* This function is called periodically to free any zombie objects
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* which are attached to this context.
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*/
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void
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st_context_free_zombie_objects(struct st_context *st)
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{
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free_zombie_sampler_views(st);
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}
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static void
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st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
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{
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@@ -568,6 +641,9 @@ st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
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/* Initialize context's winsys buffers list */
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LIST_INITHEAD(&st->winsys_buffers);
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LIST_INITHEAD(&st->zombie_sampler_views.list.node);
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mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
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return st;
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}
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@@ -768,6 +844,10 @@ st_destroy_context(struct st_context *st)
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_mesa_make_current(ctx, NULL, NULL);
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}
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st_context_free_zombie_objects(st);
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mtx_destroy(&st->zombie_sampler_views.mutex);
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/* This must be called first so that glthread has a chance to finish */
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_mesa_glthread_destroy(ctx);
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