intel/compiler: Add id parameter to shader_perf_log callback

There are two problems with the current architecture.

In OpenGL, the id is supposed to be a unique identifier for a particular
log source.  This is done so that applications can (theoretically)
filter particular log messages.  The debug callback infrastructure in
Mesa assigns a uniqe value when a value of 0 is passed in.  This causes
the id to get set once to a unique value for each message.

By passing a stack variable that is initialized to 0 on every call,
every time the same message is logged, it will have a different id.
This isn't great, but it's also not catastrophic.

When threaded shader compiles are used, the id *pointer* is saved and
dereferenced at a possibly much later time on a possibly different
thread.  This causes one thread to access the stack from a different
thread... and that stack frame might not be valid any more. :(

I have not observed any crashes related to this particular issue.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12136>
This commit is contained in:
Ian Romanick
2021-07-29 14:27:57 -07:00
committed by Marge Bot
parent 043c5bf966
commit 5ffbee84a4
11 changed files with 62 additions and 59 deletions

View File

@@ -1069,10 +1069,10 @@ iris_debug_recompile(struct iris_screen *screen,
const struct brw_compiler *c = screen->compiler;
const struct shader_info *info = &ish->nir->info;
c->shader_perf_log(dbg, "Recompiling %s shader for program %s: %s\n",
_mesa_shader_stage_to_string(info->stage),
info->name ? info->name : "(no identifier)",
info->label ? info->label : "");
brw_shader_perf_log(c, dbg, "Recompiling %s shader for program %s: %s\n",
_mesa_shader_stage_to_string(info->stage),
info->name ? info->name : "(no identifier)",
info->label ? info->label : "");
struct iris_compiled_shader *shader =
list_first_entry(&ish->variants, struct iris_compiled_shader, link);