mesa/glthread: switch to u_queue and redesign the batch management
This mirrors exactly how u_threaded_context works. If you understand this, you also understand u_threaded_context. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@@ -29,55 +29,50 @@
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/* Command size is a number of bytes stored in a short. */
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#define MARSHAL_MAX_CMD_SIZE 65535
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/* The number of batch slots in memory.
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*
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* One batch is being executed, one batch is being filled, the rest are
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* waiting batches. There must be at least 1 slot for a waiting batch,
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* so the minimum number of batches is 3.
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*/
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#define MARSHAL_MAX_BATCHES 4
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#include <inttypes.h>
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#include <stdbool.h>
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#include <pthread.h>
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#include "util/u_queue.h"
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enum marshal_dispatch_cmd_id;
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/** A single batch of commands queued up for execution. */
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struct glthread_batch
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{
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/** Batch fence for waiting for the execution to finish. */
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struct util_queue_fence fence;
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/** The worker thread will access the context with this. */
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struct gl_context *ctx;
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/** Amount of data used by batch commands, in bytes. */
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size_t used;
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/** Data contained in the command buffer. */
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uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
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};
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struct glthread_state
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{
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/** The worker thread that asynchronously processes our GL commands. */
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pthread_t thread;
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/** Multithreaded queue. */
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struct util_queue queue;
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/**
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* Mutex used for synchronizing between the main thread and the worker
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* thread.
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*/
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pthread_mutex_t mutex;
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/** The ring of batches in memory. */
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struct glthread_batch batches[MARSHAL_MAX_BATCHES];
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/** Condvar used for waking the worker thread. */
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pthread_cond_t new_work;
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/** Index of the last submitted batch. */
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unsigned last;
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/** Condvar used for waking the main thread. */
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pthread_cond_t work_done;
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/** Used to tell the worker thread to quit */
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bool shutdown;
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/** Indicates that the worker thread is currently processing a batch */
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bool busy;
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/**
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* Singly-linked list of command batches that are awaiting execution by
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* a thread pool task. NULL if empty.
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*/
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struct glthread_batch *batch_queue;
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/**
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* Tail pointer for appending batches to the end of batch_queue. If the
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* queue is empty, this points to batch_queue.
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*/
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struct glthread_batch **batch_queue_tail;
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/**
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* Batch containing commands that are being prepared for insertion into
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* batch_queue. NULL if there are no such commands.
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*
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* Since this is only used by the main thread, it doesn't need the mutex to
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* be accessed.
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*/
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struct glthread_batch *batch;
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/** Index of the batch being filled and about to be submitted. */
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unsigned next;
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/**
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* Tracks on the main thread side whether the current vertex array binding
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@@ -92,29 +87,6 @@ struct glthread_state
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bool element_array_is_vbo;
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};
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/**
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* A single batch of commands queued up for later execution by a thread pool
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* task.
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*/
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struct glthread_batch
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{
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/**
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* Next batch of commands to execute after this batch, or NULL if this is
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* the last set of commands queued. Protected by ctx->Marshal.Mutex.
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*/
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struct glthread_batch *next;
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/**
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* Amount of data used by batch commands, in bytes.
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*/
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size_t used;
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/**
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* Data contained in the command buffer.
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*/
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uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
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};
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void _mesa_glthread_init(struct gl_context *ctx);
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void _mesa_glthread_destroy(struct gl_context *ctx);
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