radeonsi: use multi-threaded compilation in debug contexts

We only have to stay single-threaded when debug output must be synchronous.
This yields better parallelism in shader-db runs for me.

Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle 2016-07-07 09:28:25 +02:00
parent 084ca0d8e5
commit 7ffc832ab8

View file

@ -1103,16 +1103,16 @@ void si_init_shader_selector_async(void *job, int thread_index)
struct si_shader_selector *sel = (struct si_shader_selector *)job;
struct si_screen *sscreen = sel->screen;
LLVMTargetMachineRef tm;
struct pipe_debug_callback *debug;
struct pipe_debug_callback *debug = &sel->debug;
unsigned i;
if (thread_index >= 0) {
assert(thread_index < ARRAY_SIZE(sscreen->tm));
tm = sscreen->tm[thread_index];
debug = NULL;
if (!debug->async)
debug = NULL;
} else {
tm = sel->tm;
debug = &sel->debug;
}
/* Compile the main shader part for use with a prolog and/or epilog.
@ -1324,7 +1324,7 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
pipe_mutex_init(sel->mutex);
util_queue_fence_init(&sel->ready);
if (sctx->b.debug.debug_message ||
if ((sctx->b.debug.debug_message && !sctx->b.debug.async) ||
!util_queue_is_initialized(&sscreen->shader_compiler_queue))
si_init_shader_selector_async(sel, -1);
else