main/getstring.c \
main/glformats.c \
main/glformats.h \
+ main/glthread.c \
main/glheader.h \
main/hash.c \
main/hash.h \
#include "fog.h"
#include "formats.h"
#include "framebuffer.h"
+#include "glthread.h"
#include "hint.h"
#include "hash.h"
#include "light.h"
_mesa_make_current(ctx, NULL, NULL);
}
+ _mesa_glthread_destroy(ctx);
+
/* unreference WinSysDraw/Read buffers */
_mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
_mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
--- /dev/null
+/*
+ * 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 = calloc(1, sizeof(*glthread->batch));
+ if (!glthread->batch)
+ return;
+ glthread->batch->buffer = malloc(MARSHAL_MAX_CMD_SIZE);
+}
+
+static void
+glthread_unmarshal_batch(struct gl_context *ctx, struct glthread_batch *batch)
+{
+ free(batch->buffer);
+ 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;
+
+ 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;
+}
+
+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);
+ 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
--- /dev/null
+/*
+ * 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.
+ */
+
+#ifndef _GLTHREAD_H
+#define _GLTHREAD_H
+
+#ifdef HAVE_PTHREAD
+
+#include <inttypes.h>
+#include <stdbool.h>
+#include <pthread.h>
+#include "main/mtypes.h"
+
+enum marshal_dispatch_cmd_id;
+
+/* Command size is a number of bytes stored in a short. */
+#define MARSHAL_MAX_CMD_SIZE 65535
+
+struct glthread_state
+{
+ /** The worker thread that asynchronously processes our GL commands. */
+ pthread_t thread;
+
+ /**
+ * Mutex used for synchronizing between the main thread and the worker
+ * thread.
+ */
+ pthread_mutex_t mutex;
+
+ /** Condvar used for waking the worker thread. */
+ pthread_cond_t new_work;
+
+ /** Condvar used for waking the main thread. */
+ pthread_cond_t work_done;
+
+ /** Used to tell the worker thread to quit */
+ bool shutdown;
+
+ /** Indicates that the worker thread is currently processing a batch */
+ bool busy;
+
+ /**
+ * Singly-linked list of command batches that are awaiting execution by
+ * a thread pool task. NULL if empty.
+ */
+ struct glthread_batch *batch_queue;
+
+ /**
+ * Tail pointer for appending batches to the end of batch_queue. If the
+ * queue is empty, this points to batch_queue.
+ */
+ struct glthread_batch **batch_queue_tail;
+
+ /**
+ * Batch containing commands that are being prepared for insertion into
+ * batch_queue. NULL if there are no such commands.
+ *
+ * Since this is only used by the main thread, it doesn't need the mutex to
+ * be accessed.
+ */
+ struct glthread_batch *batch;
+};
+
+/**
+ * A single batch of commands queued up for later execution by a thread pool
+ * task.
+ */
+struct glthread_batch
+{
+ /**
+ * Next batch of commands to execute after this batch, or NULL if this is
+ * the last set of commands queued. Protected by ctx->Marshal.Mutex.
+ */
+ struct glthread_batch *next;
+
+ /**
+ * Points to the first command in the batch.
+ */
+ uint8_t *buffer;
+
+ /**
+ * Amount of data used by batch commands, in bytes.
+ */
+ size_t used;
+};
+
+void _mesa_glthread_init(struct gl_context *ctx);
+void _mesa_glthread_destroy(struct gl_context *ctx);
+
+void _mesa_glthread_flush_batch(struct gl_context *ctx);
+void _mesa_glthread_finish(struct gl_context *ctx);
+
+#else /* HAVE_PTHREAD */
+
+static inline void
+_mesa_glthread_init(struct gl_context *ctx)
+{
+}
+
+static inline void
+_mesa_glthread_destroy(struct gl_context *ctx)
+{
+}
+
+static inline void
+_mesa_glthread_finish(struct gl_context *ctx)
+{
+}
+#endif /* !HAVE_PTHREAD */
+#endif /* _GLTHREAD_H*/
--- /dev/null
+/*
+ * 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 marshal.h
+ *
+ * Declarations of functions related to marshalling GL calls from a client
+ * thread to a server thread.
+ */
+
+#ifndef MARSHAL_H
+#define MARSHAL_H
+
+#include "main/glthread.h"
+#include "main/context.h"
+
+struct marshal_cmd_base
+{
+ /**
+ * Type of command. See enum marshal_dispatch_cmd_id.
+ */
+ uint16_t cmd_id;
+
+ /**
+ * Size of command, in multiples of 4 bytes, including cmd_base.
+ */
+ uint16_t cmd_size;
+};
+
+
+static inline void *
+_mesa_glthread_allocate_command(struct gl_context *ctx,
+ uint16_t cmd_id,
+ size_t size)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+ struct marshal_cmd_base *cmd_base;
+
+ if (unlikely(glthread->batch->used + size > MARSHAL_MAX_CMD_SIZE))
+ _mesa_glthread_flush_batch(ctx);
+
+ cmd_base = (struct marshal_cmd_base *)
+ &glthread->batch->buffer[glthread->batch->used];
+ glthread->batch->used += size;
+ cmd_base->cmd_id = cmd_id;
+ cmd_base->cmd_size = size;
+ return cmd_base;
+}
+
+#define DEBUG_MARSHAL_PRINT_CALLS 0
+
+static inline void
+debug_print_sync(const char *func)
+{
+#if DEBUG_MARSHAL_PRINT_CALLS
+ printf("sync: %s\n", func);
+#endif
+}
+
+static inline void
+debug_print_marshal(const char *func)
+{
+#if DEBUG_MARSHAL_PRINT_CALLS
+ printf("marshal: %s\n", func);
+#endif
+}
+
+static inline void
+debug_print_unmarshal(const char *func)
+{
+#if DEBUG_MARSHAL_PRINT_CALLS
+ printf("unmarshal: %s\n", func);
+#endif
+}
+
+struct _glapi_table *
+_mesa_create_marshal_table(const struct gl_context *ctx);
+
+size_t
+_mesa_unmarshal_dispatch_cmd(struct gl_context *ctx, const void *cmd);
+
+static inline void
+_mesa_post_marshal_hook(struct gl_context *ctx)
+{
+ /* This can be enabled for debugging whether a failure is a synchronization
+ * problem between the main thread and the worker thread, or a failure in
+ * how we actually marshal.
+ */
+ if (false)
+ _mesa_glthread_finish(ctx);
+}
+
+#endif /* MARSHAL_H */
struct _glapi_table *CurrentDispatch;
/*@}*/
+ struct glthread_state *GLThread;
+
struct gl_config Visual;
struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
struct gl_framebuffer *ReadBuffer; /**< buffer for reading */