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radeonsi: scale the number of shader compiler threads
Instead of spawning all the threads on startup. This speeds up short lived programs (eg: piglit runs duration is reduced by ±25%), avoid wasting resources and still make use of multi-threaded capabilities. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16273>
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1 changed files with 14 additions and 5 deletions
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@ -1192,18 +1192,27 @@ static struct pipe_screen *radeonsi_screen_create_impl(struct radeon_winsys *ws,
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/* Take a reference on the glsl types for the compiler threads. */
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glsl_type_singleton_init_or_ref();
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if (!util_queue_init(
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&sscreen->shader_compiler_queue, "sh", 64, num_comp_hi_threads,
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UTIL_QUEUE_INIT_RESIZE_IF_FULL | UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY, NULL)) {
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/* Start with a single thread and a single slot.
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* Each time we'll hit the "all slots are in use" case, the number of threads and
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* slots will be increased.
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*/
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int num_slots = num_comp_hi_threads == 1 ? 64 : 1;
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if (!util_queue_init(&sscreen->shader_compiler_queue, "sh", num_slots,
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num_comp_hi_threads,
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UTIL_QUEUE_INIT_RESIZE_IF_FULL |
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UTIL_QUEUE_INIT_SCALE_THREADS |
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UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY, NULL)) {
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si_destroy_shader_cache(sscreen);
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FREE(sscreen);
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glsl_type_singleton_decref();
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return NULL;
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}
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if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority, "shlo", 64,
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if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority, "shlo", num_slots,
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num_comp_lo_threads,
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UTIL_QUEUE_INIT_RESIZE_IF_FULL | UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY |
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UTIL_QUEUE_INIT_RESIZE_IF_FULL |
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UTIL_QUEUE_INIT_SCALE_THREADS |
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UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY |
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UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY, NULL)) {
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si_destroy_shader_cache(sscreen);
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FREE(sscreen);
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