radeonsi: use ready fences on all shaders, not just optimized ones
authorNicolai Hähnle <nicolai.haehnle@amd.com>
Sun, 22 Oct 2017 15:38:32 +0000 (17:38 +0200)
committerNicolai Hähnle <nicolai.haehnle@amd.com>
Thu, 9 Nov 2017 10:37:51 +0000 (11:37 +0100)
There's a race condition between si_shader_select_with_key and
si_bind_XX_shader:

  Thread 1                         Thread 2
  --------                         --------
  si_shader_select_with_key
    begin compiling the first
    variant
    (guarded by sel->mutex)
                                   si_bind_XX_shader
                                     select first_variant by default
                                     as state->current
                                   si_shader_select_with_key
                                     match state->current and early-out

Since thread 2 never takes sel->mutex, it may go on rendering without a
PM4 for that shader, for example.

The solution taken by this patch is to broaden the scope of
shader->optimized_ready to a fence shader->ready that applies to
all shaders. This does not hurt the fast path (if anything it makes
it faster, because we don't explicitly check is_optimized).

It will also allow reducing the scope of sel->mutex locks, but this is
deferred to a later commit for better bisectability.

Fixes dEQP-EGL.functional.sharing.gles2.multithread.simple.buffers.bufferdata_render

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
src/gallium/drivers/radeonsi/si_shader.c
src/gallium/drivers/radeonsi/si_shader.h
src/gallium/drivers/radeonsi/si_state_shaders.c

index c95f8d7ed7312e6bd18055e374aba782538cc482..9a03311d5b695542fe3e889012344a222dcf566b 100644 (file)
@@ -5395,6 +5395,9 @@ si_generate_gs_copy_shader(struct si_screen *sscreen,
                return NULL;
        }
 
+       /* We can leave the fence as permanently signaled because the GS copy
+        * shader only becomes visible globally after it has been compiled. */
+       util_queue_fence_init(&shader->ready);
 
        shader->selector = gs_selector;
        shader->is_gs_copy_shader = true;
index b8f9d18f5c8576feb2431bce9336d62b10cf8a08..41851627a878548ae57f150aad12afe7624e2b3e 100644 (file)
@@ -593,7 +593,7 @@ struct si_shader {
        struct r600_resource            *bo;
        struct r600_resource            *scratch_bo;
        struct si_shader_key            key;
-       struct util_queue_fence         optimized_ready;
+       struct util_queue_fence         ready;
        bool                            compilation_failed;
        bool                            is_monolithic;
        bool                            is_optimized;
index b72f6fc74a40133e24df2a97b739afc28fbcd8ff..4c0292404e6375683ab912c95ea977eaff0df3a3 100644 (file)
@@ -1552,6 +1552,11 @@ static bool si_check_missing_main_part(struct si_screen *sscreen,
                if (!main_part)
                        return false;
 
+               /* We can leave the fence as permanently signaled because the
+                * main part becomes visible globally only after it has been
+                * compiled. */
+               util_queue_fence_init(&main_part->ready);
+
                main_part->selector = sel;
                main_part->key.as_es = key->as_es;
                main_part->key.as_ls = key->as_ls;
@@ -1585,10 +1590,19 @@ again:
         * variants, it will cost just a computation of the key and this
         * test. */
        if (likely(current &&
-                  memcmp(&current->key, key, sizeof(*key)) == 0 &&
-                  (!current->is_optimized ||
-                   util_queue_fence_is_signalled(&current->optimized_ready))))
+                  memcmp(&current->key, key, sizeof(*key)) == 0)) {
+               if (unlikely(!util_queue_fence_is_signalled(&current->ready))) {
+                       if (current->is_optimized) {
+                               memset(&key->opt, 0, sizeof(key->opt));
+                               goto current_not_ready;
+                       }
+
+                       util_queue_fence_wait(&current->ready);
+               }
+
                return current->compilation_failed ? -1 : 0;
+       }
+current_not_ready:
 
        /* This must be done before the mutex is locked, because async GS
         * compilation calls this function too, and therefore must enter
@@ -1607,15 +1621,18 @@ again:
                /* Don't check the "current" shader. We checked it above. */
                if (current != iter &&
                    memcmp(&iter->key, key, sizeof(*key)) == 0) {
-                       /* If it's an optimized shader and its compilation has
-                        * been started but isn't done, use the unoptimized
-                        * shader so as not to cause a stall due to compilation.
-                        */
-                       if (iter->is_optimized &&
-                           !util_queue_fence_is_signalled(&iter->optimized_ready)) {
-                               memset(&key->opt, 0, sizeof(key->opt));
-                               mtx_unlock(&sel->mutex);
-                               goto again;
+                       if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
+                               /* If it's an optimized shader and its compilation has
+                                * been started but isn't done, use the unoptimized
+                                * shader so as not to cause a stall due to compilation.
+                                */
+                               if (iter->is_optimized) {
+                                       memset(&key->opt, 0, sizeof(key->opt));
+                                       mtx_unlock(&sel->mutex);
+                                       goto again;
+                               }
+
+                               util_queue_fence_wait(&iter->ready);
                        }
 
                        if (iter->compilation_failed) {
@@ -1635,6 +1652,9 @@ again:
                mtx_unlock(&sel->mutex);
                return -ENOMEM;
        }
+
+       util_queue_fence_init(&shader->ready);
+
        shader->selector = sel;
        shader->key = *key;
        shader->compiler_ctx_state = *compiler_state;
@@ -1711,16 +1731,6 @@ again:
        shader->is_optimized =
                !is_pure_monolithic &&
                memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
-       if (shader->is_optimized)
-               util_queue_fence_init(&shader->optimized_ready);
-
-       if (!sel->last_variant) {
-               sel->first_variant = shader;
-               sel->last_variant = shader;
-       } else {
-               sel->last_variant->next_variant = shader;
-               sel->last_variant = shader;
-       }
 
        /* If it's an optimized shader, compile it asynchronously. */
        if (shader->is_optimized &&
@@ -1728,18 +1738,41 @@ again:
            thread_index < 0) {
                /* Compile it asynchronously. */
                util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
-                                  shader, &shader->optimized_ready,
+                                  shader, &shader->ready,
                                   si_build_shader_variant_low_priority, NULL);
 
+               /* Add only after the ready fence was reset, to guard against a
+                * race with si_bind_XX_shader. */
+               if (!sel->last_variant) {
+                       sel->first_variant = shader;
+                       sel->last_variant = shader;
+               } else {
+                       sel->last_variant->next_variant = shader;
+                       sel->last_variant = shader;
+               }
+
                /* Use the default (unoptimized) shader for now. */
                memset(&key->opt, 0, sizeof(key->opt));
                mtx_unlock(&sel->mutex);
                goto again;
        }
 
+       /* Reset the fence before adding to the variant list. */
+       util_queue_fence_reset(&shader->ready);
+
+       if (!sel->last_variant) {
+               sel->first_variant = shader;
+               sel->last_variant = shader;
+       } else {
+               sel->last_variant->next_variant = shader;
+               sel->last_variant = shader;
+       }
+
        assert(!shader->is_optimized);
        si_build_shader_variant(shader, thread_index, false);
 
+       util_queue_fence_signal(&shader->ready);
+
        if (!shader->compilation_failed)
                state->current = shader;
 
@@ -1829,6 +1862,10 @@ static void si_init_shader_selector_async(void *job, int thread_index)
                        return;
                }
 
+               /* We can leave the fence signaled because use of the default
+                * main part is guarded by the selector's ready fence. */
+               util_queue_fence_init(&shader->ready);
+
                shader->selector = sel;
                si_parse_next_shader_property(&sel->info,
                                              sel->so.num_outputs != 0,
@@ -2448,10 +2485,11 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
 {
        if (shader->is_optimized) {
                util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority,
-                                   &shader->optimized_ready);
-               util_queue_fence_destroy(&shader->optimized_ready);
+                                   &shader->ready);
        }
 
+       util_queue_fence_destroy(&shader->ready);
+
        if (shader->pm4) {
                switch (shader->selector->type) {
                case PIPE_SHADER_VERTEX: