
While a context only has a single glthread, the context itself can be attached to several threads. Therefore the dispatch table must be updated in all threads before the destruction of glthread. In others words, glthread can only be destroyed safely when the context is deleted. Fixes remaining crashes in the glx-multithread-makecurrent* tests. V2: (Timothy Arceri) updated gl_API.dtd marshal_fail description. Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com> Acked-by: Timothy Arceri <tarceri@itsqueeze.com> Acked-by: Marek Olšák <maraeo@gmail.com> Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de> Tested-by: Mike Lothian <mike@fireburn.co.uk>
263 lines
7.3 KiB
C
263 lines
7.3 KiB
C
/*
|
|
* 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;
|
|
|
|
_mesa_glthread_restore_dispatch(ctx);
|
|
}
|
|
|
|
void
|
|
_mesa_glthread_restore_dispatch(struct gl_context *ctx)
|
|
{
|
|
/* 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
|