radeonsi: increase the number of compiler threads depending on the CPU

The compiler queue was limited to 3 threads, so shader-db running
on a 16-thread CPU would have a bottleneck on the 3-thread queue.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Tested-by: Benedikt Schemmer <ben at besd.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2018-04-13 18:09:11 -04:00
parent 3f0eaaf6d9
commit 8b7358fe43
2 changed files with 29 additions and 16 deletions

View file

@ -832,7 +832,7 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws,
const struct pipe_screen_config *config)
{
struct si_screen *sscreen = CALLOC_STRUCT(si_screen);
unsigned num_threads, num_compiler_threads, num_compiler_threads_lowprio, i;
unsigned hw_threads, num_comp_hi_threads, num_comp_lo_threads, i;
if (!sscreen) {
return NULL;
@ -889,17 +889,30 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws,
si_disk_cache_create(sscreen);
/* Only enable as many threads as we have target machines, but at most
* the number of CPUs - 1 if there is more than one.
*/
num_threads = sysconf(_SC_NPROCESSORS_ONLN);
num_threads = MAX2(1, num_threads - 1);
num_compiler_threads = MIN2(num_threads, ARRAY_SIZE(sscreen->compiler));
num_compiler_threads_lowprio =
MIN2(num_threads, ARRAY_SIZE(sscreen->compiler_lowp));
/* Determine the number of shader compiler threads. */
hw_threads = sysconf(_SC_NPROCESSORS_ONLN);
if (hw_threads >= 12) {
num_comp_hi_threads = hw_threads * 3 / 4;
num_comp_lo_threads = hw_threads / 3;
} else if (hw_threads >= 6) {
num_comp_hi_threads = hw_threads - 2;
num_comp_lo_threads = hw_threads / 2;
} else if (hw_threads >= 2) {
num_comp_hi_threads = hw_threads - 1;
num_comp_lo_threads = hw_threads / 2;
} else {
num_comp_hi_threads = 1;
num_comp_lo_threads = 1;
}
num_comp_hi_threads = MIN2(num_comp_hi_threads,
ARRAY_SIZE(sscreen->compiler));
num_comp_lo_threads = MIN2(num_comp_lo_threads,
ARRAY_SIZE(sscreen->compiler_lowp));
if (!util_queue_init(&sscreen->shader_compiler_queue, "si_shader",
32, num_compiler_threads,
64, num_comp_hi_threads,
UTIL_QUEUE_INIT_RESIZE_IF_FULL)) {
si_destroy_shader_cache(sscreen);
FREE(sscreen);
@ -908,7 +921,7 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws,
if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority,
"si_shader_low",
32, num_compiler_threads_lowprio,
64, num_comp_lo_threads,
UTIL_QUEUE_INIT_RESIZE_IF_FULL |
UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY)) {
si_destroy_shader_cache(sscreen);
@ -1059,9 +1072,9 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws,
if (debug_get_bool_option("RADEON_DUMP_SHADERS", false))
sscreen->debug_flags |= DBG_ALL_SHADERS;
for (i = 0; i < num_compiler_threads; i++)
for (i = 0; i < num_comp_hi_threads; i++)
si_init_compiler(sscreen, &sscreen->compiler[i]);
for (i = 0; i < num_compiler_threads_lowprio; i++)
for (i = 0; i < num_comp_lo_threads; i++)
si_init_compiler(sscreen, &sscreen->compiler_lowp[i]);
/* Create the auxiliary context. This must be done last. */

View file

@ -529,13 +529,13 @@ struct si_screen {
struct util_queue shader_compiler_queue;
/* Use at most 3 normal compiler threads on quadcore and better.
* Hyperthreaded CPUs report the number of threads, but we want
* the number of cores. */
struct si_compiler compiler[3]; /* used by the queue only */
* the number of cores. We only need this many threads for shader-db. */
struct si_compiler compiler[24]; /* used by the queue only */
struct util_queue shader_compiler_queue_low_priority;
/* Use at most 2 low priority threads on quadcore and better.
* We want to minimize the impact on multithreaded Mesa. */
struct si_compiler compiler_lowp[2]; /* at most 2 threads */
struct si_compiler compiler_lowp[10];
};
struct si_blend_color {