radeonsi: use the correct LLVMTargetMachineRef in si_build_shader_variant

si_build_shader_variant can actually be called directly from one of
normal-priority compiler threads. In that case, the thread_index is
only valid for the normal tm array.

v2:
- use the correct sel/shader->compiler_ctx_state

Fixes: 86cc809726 ("radeonsi: use a compiler queue with a low priority for optimized shaders")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle 2017-06-12 22:33:56 +02:00
parent 79bd1d4f8b
commit da2e52b382

View file

@ -1447,9 +1447,10 @@ static inline void si_shader_selector_key(struct pipe_context *ctx,
memset(&key->opt, 0, sizeof(key->opt));
}
static void si_build_shader_variant(void *job, int thread_index)
static void si_build_shader_variant(struct si_shader *shader,
int thread_index,
bool low_priority)
{
struct si_shader *shader = (struct si_shader *)job;
struct si_shader_selector *sel = shader->selector;
struct si_screen *sscreen = sel->screen;
LLVMTargetMachineRef tm;
@ -1457,11 +1458,17 @@ static void si_build_shader_variant(void *job, int thread_index)
int r;
if (thread_index >= 0) {
assert(thread_index < ARRAY_SIZE(sscreen->tm_low_priority));
tm = sscreen->tm_low_priority[thread_index];
if (low_priority) {
assert(thread_index < ARRAY_SIZE(sscreen->tm_low_priority));
tm = sscreen->tm_low_priority[thread_index];
} else {
assert(thread_index < ARRAY_SIZE(sscreen->tm));
tm = sscreen->tm[thread_index];
}
if (!debug->async)
debug = NULL;
} else {
assert(!low_priority);
tm = shader->compiler_ctx_state.tm;
}
@ -1485,6 +1492,15 @@ static void si_build_shader_variant(void *job, int thread_index)
si_shader_init_pm4_state(sscreen, shader);
}
static void si_build_shader_variant_low_priority(void *job, int thread_index)
{
struct si_shader *shader = (struct si_shader *)job;
assert(thread_index >= 0);
si_build_shader_variant(shader, thread_index, true);
}
static const struct si_shader_key zeroed;
static bool si_check_missing_main_part(struct si_screen *sscreen,
@ -1690,7 +1706,7 @@ again:
/* Compile it asynchronously. */
util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
shader, &shader->optimized_ready,
si_build_shader_variant, NULL);
si_build_shader_variant_low_priority, NULL);
/* Use the default (unoptimized) shader for now. */
memset(&key->opt, 0, sizeof(key->opt));
@ -1699,7 +1715,7 @@ again:
}
assert(!shader->is_optimized);
si_build_shader_variant(shader, thread_index);
si_build_shader_variant(shader, thread_index, false);
if (!shader->compilation_failed)
state->current = shader;