radeonsi: always use async compiles when creating shader/compute states

With Gallium threaded contexts, creating shader/compute states is
effectively a screen operation, so we should not use context state.

In particular, this allows us to avoid using the context's LLVM
TargetMachine.

This isn't an issue yet because u_threaded_context filters out non-async
debug callbacks, and we disable threaded contexts for debug contexts.
However, we may want to change that in the future.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle 2017-10-22 17:38:43 +02:00
parent b650fc09c3
commit f76a6cb337
2 changed files with 50 additions and 34 deletions

View file

@ -23,6 +23,7 @@
*/
#include "tgsi/tgsi_parse.h"
#include "util/u_async_debug.h"
#include "util/u_memory.h"
#include "util/u_upload_mgr.h"
@ -84,14 +85,10 @@ static void si_create_compute_state_async(void *job, int thread_index)
LLVMTargetMachineRef tm;
struct pipe_debug_callback *debug = &program->compiler_ctx_state.debug;
if (thread_index >= 0) {
assert(thread_index < ARRAY_SIZE(program->screen->tm));
tm = program->screen->tm[thread_index];
if (!debug->async)
debug = NULL;
} else {
tm = program->compiler_ctx_state.tm;
}
assert(!debug->debug_message || debug->async);
assert(thread_index >= 0);
assert(thread_index < ARRAY_SIZE(program->screen->tm));
tm = program->screen->tm[thread_index];
memset(&sel, 0, sizeof(sel));
@ -167,20 +164,31 @@ static void *si_create_compute_state(
return NULL;
}
program->compiler_ctx_state.tm = sctx->tm;
program->compiler_ctx_state.debug = sctx->debug;
program->compiler_ctx_state.is_debug_context = sctx->is_debug;
p_atomic_inc(&sscreen->b.num_shaders_created);
util_queue_fence_init(&program->ready);
if ((sctx->debug.debug_message && !sctx->debug.async) ||
sctx->is_debug ||
si_can_dump_shader(&sscreen->b, PIPE_SHADER_COMPUTE))
si_create_compute_state_async(program, -1);
else
util_queue_add_job(&sscreen->shader_compiler_queue,
program, &program->ready,
si_create_compute_state_async, NULL);
struct util_async_debug_callback async_debug;
bool wait =
(sctx->debug.debug_message && !sctx->debug.async) ||
sctx->is_debug ||
si_can_dump_shader(&sscreen->b, PIPE_SHADER_COMPUTE);
if (wait) {
u_async_debug_init(&async_debug);
program->compiler_ctx_state.debug = async_debug.base;
}
util_queue_add_job(&sscreen->shader_compiler_queue,
program, &program->ready,
si_create_compute_state_async, NULL);
if (wait) {
util_queue_fence_wait(&program->ready);
u_async_debug_drain(&async_debug, &sctx->debug);
u_async_debug_cleanup(&async_debug);
}
} else {
const struct pipe_llvm_program_header *header;
const char *code;

View file

@ -30,6 +30,7 @@
#include "tgsi/tgsi_ureg.h"
#include "util/hash_table.h"
#include "util/crc32.h"
#include "util/u_async_debug.h"
#include "util/u_memory.h"
#include "util/u_prim.h"
@ -1840,14 +1841,10 @@ static void si_init_shader_selector_async(void *job, int thread_index)
struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
unsigned i;
if (thread_index >= 0) {
assert(thread_index < ARRAY_SIZE(sscreen->tm));
tm = sscreen->tm[thread_index];
if (!debug->async)
debug = NULL;
} else {
tm = sel->compiler_ctx_state.tm;
}
assert(!debug->debug_message || debug->async);
assert(thread_index >= 0);
assert(thread_index < ARRAY_SIZE(sscreen->tm));
tm = sscreen->tm[thread_index];
/* Compile the main shader part for use with a prolog and/or epilog.
* If this fails, the driver will try to compile a monolithic shader
@ -2042,7 +2039,6 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
pipe_reference_init(&sel->reference, 1);
sel->screen = sscreen;
sel->compiler_ctx_state.tm = sctx->tm;
sel->compiler_ctx_state.debug = sctx->debug;
sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
@ -2272,14 +2268,26 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
(void) mtx_init(&sel->mutex, mtx_plain);
util_queue_fence_init(&sel->ready);
if ((sctx->debug.debug_message && !sctx->debug.async) ||
sctx->is_debug ||
si_can_dump_shader(&sscreen->b, sel->info.processor))
si_init_shader_selector_async(sel, -1);
else
util_queue_add_job(&sscreen->shader_compiler_queue, sel,
&sel->ready, si_init_shader_selector_async,
NULL);
struct util_async_debug_callback async_debug;
bool wait =
(sctx->debug.debug_message && !sctx->debug.async) ||
sctx->is_debug ||
si_can_dump_shader(&sscreen->b, sel->info.processor);
if (wait) {
u_async_debug_init(&async_debug);
sel->compiler_ctx_state.debug = async_debug.base;
}
util_queue_add_job(&sscreen->shader_compiler_queue, sel,
&sel->ready, si_init_shader_selector_async,
NULL);
if (wait) {
util_queue_fence_wait(&sel->ready);
u_async_debug_drain(&async_debug, &sctx->debug);
u_async_debug_cleanup(&async_debug);
}
return sel;
}