2 * Copyright © 2012 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
26 * Support functions for the glthread feature of Mesa.
28 * In multicore systems, many applications end up CPU-bound with about half
29 * their time spent inside their rendering thread and half inside Mesa. To
30 * alleviate this, we put a shim layer in Mesa at the GL dispatch level that
31 * quickly logs the GL commands to a buffer to be processed by a worker
35 #include "main/mtypes.h"
36 #include "main/glthread.h"
37 #include "main/marshal.h"
38 #include "main/marshal_generated.h"
39 #include "util/u_atomic.h"
40 #include "util/u_thread.h"
44 glthread_unmarshal_batch(void *job
, int thread_index
)
46 struct glthread_batch
*batch
= (struct glthread_batch
*)job
;
47 struct gl_context
*ctx
= batch
->ctx
;
50 _glapi_set_dispatch(ctx
->CurrentServerDispatch
);
52 while (pos
< batch
->used
)
53 pos
+= _mesa_unmarshal_dispatch_cmd(ctx
, &batch
->buffer
[pos
]);
55 assert(pos
== batch
->used
);
60 glthread_thread_initialization(void *job
, int thread_index
)
62 struct gl_context
*ctx
= (struct gl_context
*)job
;
64 ctx
->Driver
.SetBackgroundContext(ctx
, &ctx
->GLThread
->stats
);
65 _glapi_set_context(ctx
);
69 _mesa_glthread_init(struct gl_context
*ctx
)
71 struct glthread_state
*glthread
= calloc(1, sizeof(*glthread
));
76 if (!util_queue_init(&glthread
->queue
, "glthread", MARSHAL_MAX_BATCHES
- 2,
82 ctx
->MarshalExec
= _mesa_create_marshal_table(ctx
);
83 if (!ctx
->MarshalExec
) {
84 util_queue_destroy(&glthread
->queue
);
89 for (unsigned i
= 0; i
< MARSHAL_MAX_BATCHES
; i
++) {
90 glthread
->batches
[i
].ctx
= ctx
;
91 util_queue_fence_init(&glthread
->batches
[i
].fence
);
94 glthread
->stats
.queue
= &glthread
->queue
;
95 ctx
->CurrentClientDispatch
= ctx
->MarshalExec
;
96 ctx
->GLThread
= glthread
;
98 /* Execute the thread initialization function in the thread. */
99 struct util_queue_fence fence
;
100 util_queue_fence_init(&fence
);
101 util_queue_add_job(&glthread
->queue
, ctx
, &fence
,
102 glthread_thread_initialization
, NULL
);
103 util_queue_fence_wait(&fence
);
104 util_queue_fence_destroy(&fence
);
108 _mesa_glthread_destroy(struct gl_context
*ctx
)
110 struct glthread_state
*glthread
= ctx
->GLThread
;
115 _mesa_glthread_finish(ctx
);
116 util_queue_destroy(&glthread
->queue
);
118 for (unsigned i
= 0; i
< MARSHAL_MAX_BATCHES
; i
++)
119 util_queue_fence_destroy(&glthread
->batches
[i
].fence
);
122 ctx
->GLThread
= NULL
;
124 _mesa_glthread_restore_dispatch(ctx
);
128 _mesa_glthread_restore_dispatch(struct gl_context
*ctx
)
130 /* Remove ourselves from the dispatch table except if another ctx/thread
131 * already installed a new dispatch table.
133 * Typically glxMakeCurrent will bind a new context (install new table) then
134 * old context might be deleted.
136 if (_glapi_get_dispatch() == ctx
->MarshalExec
) {
137 ctx
->CurrentClientDispatch
= ctx
->CurrentServerDispatch
;
138 _glapi_set_dispatch(ctx
->CurrentClientDispatch
);
143 _mesa_glthread_flush_batch(struct gl_context
*ctx
)
145 struct glthread_state
*glthread
= ctx
->GLThread
;
149 struct glthread_batch
*next
= &glthread
->batches
[glthread
->next
];
153 /* Debug: execute the batch immediately from this thread.
155 * Note that glthread_unmarshal_batch() changes the dispatch table so we'll
156 * need to restore it when it returns.
159 glthread_unmarshal_batch(next
, 0);
160 _glapi_set_dispatch(ctx
->CurrentClientDispatch
);
164 p_atomic_add(&glthread
->stats
.num_offloaded_items
, next
->used
);
166 util_queue_add_job(&glthread
->queue
, next
, &next
->fence
,
167 glthread_unmarshal_batch
, NULL
);
168 glthread
->last
= glthread
->next
;
169 glthread
->next
= (glthread
->next
+ 1) % MARSHAL_MAX_BATCHES
;
173 * Waits for all pending batches have been unmarshaled.
175 * This can be used by the main thread to synchronize access to the context,
176 * since the worker thread will be idle after this.
179 _mesa_glthread_finish(struct gl_context
*ctx
)
181 struct glthread_state
*glthread
= ctx
->GLThread
;
185 /* If this is called from the worker thread, then we've hit a path that
186 * might be called from either the main thread or the worker (such as some
187 * dri interface entrypoints), in which case we don't need to actually
188 * synchronize against ourself.
190 if (u_thread_is_self(glthread
->queue
.threads
[0]))
193 struct glthread_batch
*last
= &glthread
->batches
[glthread
->last
];
194 struct glthread_batch
*next
= &glthread
->batches
[glthread
->next
];
197 if (!util_queue_fence_is_signalled(&last
->fence
)) {
198 util_queue_fence_wait(&last
->fence
);
203 p_atomic_add(&glthread
->stats
.num_direct_items
, next
->used
);
205 /* Since glthread_unmarshal_batch changes the dispatch to direct,
206 * restore it after it's done.
208 struct _glapi_table
*dispatch
= _glapi_get_dispatch();
209 glthread_unmarshal_batch(next
, 0);
210 _glapi_set_dispatch(dispatch
);
212 /* It's not a sync because we don't enqueue partial batches, but
213 * it would be a sync if we did. So count it anyway.
219 p_atomic_inc(&glthread
->stats
.num_syncs
);