return true;
}
+static void si_shader_lock(struct si_shader *shader)
+{
+ mtx_lock(&shader->selector->mutex);
+ if (shader->previous_stage_sel) {
+ assert(shader->previous_stage_sel != shader->selector);
+ mtx_lock(&shader->previous_stage_sel->mutex);
+ }
+}
+
+static void si_shader_unlock(struct si_shader *shader)
+{
+ if (shader->previous_stage_sel)
+ mtx_unlock(&shader->previous_stage_sel->mutex);
+ mtx_unlock(&shader->selector->mutex);
+}
+
/**
* @returns 1 if \p sel has been updated to use a new scratch buffer
* 0 if not
if (shader->config.scratch_bytes_per_wave == 0)
return 0;
+ /* Prevent race conditions when updating:
+ * - si_shader::scratch_bo
+ * - si_shader::binary::code
+ * - si_shader::previous_stage::binary::code.
+ */
+ si_shader_lock(shader);
+
/* This shader is already configured to use the current
* scratch buffer. */
- if (shader->scratch_bo == sctx->scratch_buffer)
+ if (shader->scratch_bo == sctx->scratch_buffer) {
+ si_shader_unlock(shader);
return 0;
+ }
assert(sctx->scratch_buffer);
/* Replace the shader bo with a new bo that has the relocs applied. */
r = si_shader_binary_upload(sctx->screen, shader);
- if (r)
+ if (r) {
+ si_shader_unlock(shader);
return r;
+ }
/* Update the shader state to use the new shader bo. */
si_shader_init_pm4_state(sctx->screen, shader);
r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
+ si_shader_unlock(shader);
return 1;
}