1 /*
2 * Copyright © 2012 Intel Corporation
3 *
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:
10 *
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
13 * Software.
14 *
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
21 * IN THE SOFTWARE.
22 */
23
24 /** @file glthread.c
25 *
26 * Support functions for the glthread feature of Mesa.
27 *
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
32 * thread.
33 */
34
35 #include "main/mtypes.h"
36 #include "main/glthread.h"
37 #include "main/glthread_marshal.h"
38 #include "main/hash.h"
39 #include "util/u_atomic.h"
40 #include "util/u_thread.h"
41 #include "util/u_cpu_detect.h"
42
43
44 static void
glthread_unmarshal_batch(void * job,int thread_index)45 glthread_unmarshal_batch(void *job, int thread_index)
46 {
47 struct glthread_batch *batch = (struct glthread_batch*)job;
48 struct gl_context *ctx = batch->ctx;
49 int pos = 0;
50 int used = batch->used;
51 uint8_t *buffer = batch->buffer;
52
53 _glapi_set_dispatch(ctx->CurrentServerDispatch);
54
55 while (pos < used) {
56 const struct marshal_cmd_base *cmd =
57 (const struct marshal_cmd_base *)&buffer[pos];
58
59 _mesa_unmarshal_dispatch[cmd->cmd_id](ctx, cmd);
60 pos += cmd->cmd_size;
61 }
62
63 assert(pos == used);
64 batch->used = 0;
65 }
66
67 static void
glthread_thread_initialization(void * job,int thread_index)68 glthread_thread_initialization(void *job, int thread_index)
69 {
70 struct gl_context *ctx = (struct gl_context*)job;
71
72 ctx->Driver.SetBackgroundContext(ctx, &ctx->GLThread.stats);
73 _glapi_set_context(ctx);
74 }
75
76 void
_mesa_glthread_init(struct gl_context * ctx)77 _mesa_glthread_init(struct gl_context *ctx)
78 {
79 struct glthread_state *glthread = &ctx->GLThread;
80
81 assert(!glthread->enabled);
82
83 if (!util_queue_init(&glthread->queue, "gl", MARSHAL_MAX_BATCHES - 2,
84 1, 0)) {
85 return;
86 }
87
88 glthread->VAOs = _mesa_NewHashTable();
89 if (!glthread->VAOs) {
90 util_queue_destroy(&glthread->queue);
91 return;
92 }
93
94 _mesa_glthread_reset_vao(&glthread->DefaultVAO);
95 glthread->CurrentVAO = &glthread->DefaultVAO;
96
97 ctx->MarshalExec = _mesa_create_marshal_table(ctx);
98 if (!ctx->MarshalExec) {
99 _mesa_DeleteHashTable(glthread->VAOs);
100 util_queue_destroy(&glthread->queue);
101 return;
102 }
103
104 for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) {
105 glthread->batches[i].ctx = ctx;
106 util_queue_fence_init(&glthread->batches[i].fence);
107 }
108 glthread->next_batch = &glthread->batches[glthread->next];
109
110 glthread->enabled = true;
111 glthread->stats.queue = &glthread->queue;
112
113 glthread->SupportsBufferUploads =
114 ctx->Const.BufferCreateMapUnsynchronizedThreadSafe &&
115 ctx->Const.AllowMappedBuffersDuringExecution;
116
117 /* If the draw start index is non-zero, glthread can upload to offset 0,
118 * which means the attrib offset has to be -(first * stride).
119 * So require signed vertex buffer offsets.
120 */
121 glthread->SupportsNonVBOUploads = glthread->SupportsBufferUploads &&
122 ctx->Const.VertexBufferOffsetIsInt32;
123
124 ctx->CurrentClientDispatch = ctx->MarshalExec;
125
126 /* Execute the thread initialization function in the thread. */
127 struct util_queue_fence fence;
128 util_queue_fence_init(&fence);
129 util_queue_add_job(&glthread->queue, ctx, &fence,
130 glthread_thread_initialization, NULL, 0);
131 util_queue_fence_wait(&fence);
132 util_queue_fence_destroy(&fence);
133 }
134
135 static void
free_vao(void * data,UNUSED void * userData)136 free_vao(void *data, UNUSED void *userData)
137 {
138 free(data);
139 }
140
141 void
_mesa_glthread_destroy(struct gl_context * ctx)142 _mesa_glthread_destroy(struct gl_context *ctx)
143 {
144 struct glthread_state *glthread = &ctx->GLThread;
145
146 if (!glthread->enabled)
147 return;
148
149 _mesa_glthread_finish(ctx);
150 util_queue_destroy(&glthread->queue);
151
152 for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++)
153 util_queue_fence_destroy(&glthread->batches[i].fence);
154
155 _mesa_HashDeleteAll(glthread->VAOs, free_vao, NULL);
156 _mesa_DeleteHashTable(glthread->VAOs);
157
158 ctx->GLThread.enabled = false;
159
160 _mesa_glthread_restore_dispatch(ctx, "destroy");
161 }
162
163 void
_mesa_glthread_restore_dispatch(struct gl_context * ctx,const char * func)164 _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func)
165 {
166 /* Remove ourselves from the dispatch table except if another ctx/thread
167 * already installed a new dispatch table.
168 *
169 * Typically glxMakeCurrent will bind a new context (install new table) then
170 * old context might be deleted.
171 */
172 if (_glapi_get_dispatch() == ctx->MarshalExec) {
173 ctx->CurrentClientDispatch = ctx->CurrentServerDispatch;
174 _glapi_set_dispatch(ctx->CurrentClientDispatch);
175 #if 0
176 printf("glthread disabled: %s\n", func);
177 #endif
178 }
179 }
180
181 void
_mesa_glthread_disable(struct gl_context * ctx,const char * func)182 _mesa_glthread_disable(struct gl_context *ctx, const char *func)
183 {
184 _mesa_glthread_finish_before(ctx, func);
185 _mesa_glthread_restore_dispatch(ctx, func);
186 }
187
188 void
_mesa_glthread_flush_batch(struct gl_context * ctx)189 _mesa_glthread_flush_batch(struct gl_context *ctx)
190 {
191 struct glthread_state *glthread = &ctx->GLThread;
192 if (!glthread->enabled)
193 return;
194
195 struct glthread_batch *next = glthread->next_batch;
196 if (!next->used)
197 return;
198
199 /* Pin threads regularly to the same Zen CCX that the main thread is
200 * running on. The main thread can move between CCXs.
201 */
202 if (util_cpu_caps.nr_cpus != util_cpu_caps.cores_per_L3 &&
203 /* driver support */
204 ctx->Driver.PinDriverToL3Cache &&
205 ++glthread->pin_thread_counter % 128 == 0) {
206 int cpu = util_get_current_cpu();
207
208 if (cpu >= 0) {
209 unsigned L3_cache = util_cpu_caps.cpu_to_L3[cpu];
210
211 util_set_thread_affinity(glthread->queue.threads[0],
212 util_cpu_caps.L3_affinity_mask[L3_cache],
213 NULL, UTIL_MAX_CPUS);
214 ctx->Driver.PinDriverToL3Cache(ctx, L3_cache);
215 }
216 }
217
218 /* Debug: execute the batch immediately from this thread.
219 *
220 * Note that glthread_unmarshal_batch() changes the dispatch table so we'll
221 * need to restore it when it returns.
222 */
223 if (false) {
224 glthread_unmarshal_batch(next, 0);
225 _glapi_set_dispatch(ctx->CurrentClientDispatch);
226 return;
227 }
228
229 p_atomic_add(&glthread->stats.num_offloaded_items, next->used);
230
231 util_queue_add_job(&glthread->queue, next, &next->fence,
232 glthread_unmarshal_batch, NULL, 0);
233 glthread->last = glthread->next;
234 glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
235 glthread->next_batch = &glthread->batches[glthread->next];
236 }
237
238 /**
239 * Waits for all pending batches have been unmarshaled.
240 *
241 * This can be used by the main thread to synchronize access to the context,
242 * since the worker thread will be idle after this.
243 */
244 void
_mesa_glthread_finish(struct gl_context * ctx)245 _mesa_glthread_finish(struct gl_context *ctx)
246 {
247 struct glthread_state *glthread = &ctx->GLThread;
248 if (!glthread->enabled)
249 return;
250
251 /* If this is called from the worker thread, then we've hit a path that
252 * might be called from either the main thread or the worker (such as some
253 * dri interface entrypoints), in which case we don't need to actually
254 * synchronize against ourself.
255 */
256 if (u_thread_is_self(glthread->queue.threads[0]))
257 return;
258
259 struct glthread_batch *last = &glthread->batches[glthread->last];
260 struct glthread_batch *next = glthread->next_batch;
261 bool synced = false;
262
263 if (!util_queue_fence_is_signalled(&last->fence)) {
264 util_queue_fence_wait(&last->fence);
265 synced = true;
266 }
267
268 if (next->used) {
269 p_atomic_add(&glthread->stats.num_direct_items, next->used);
270
271 /* Since glthread_unmarshal_batch changes the dispatch to direct,
272 * restore it after it's done.
273 */
274 struct _glapi_table *dispatch = _glapi_get_dispatch();
275 glthread_unmarshal_batch(next, 0);
276 _glapi_set_dispatch(dispatch);
277
278 /* It's not a sync because we don't enqueue partial batches, but
279 * it would be a sync if we did. So count it anyway.
280 */
281 synced = true;
282 }
283
284 if (synced)
285 p_atomic_inc(&glthread->stats.num_syncs);
286 }
287
288 void
_mesa_glthread_finish_before(struct gl_context * ctx,const char * func)289 _mesa_glthread_finish_before(struct gl_context *ctx, const char *func)
290 {
291 _mesa_glthread_finish(ctx);
292
293 /* Uncomment this if you want to know where glthread syncs. */
294 /*printf("fallback to sync: %s\n", func);*/
295 }
296