1 /*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 /** @file glthread.c
25 *
26 * Support functions for the glthread feature of Mesa.
27 *
28 * In multicore systems, many applications end up CPU-bound with about half
29 * their time spent inside their rendering thread and half inside Mesa. To
30 * alleviate this, we put a shim layer in Mesa at the GL dispatch level that
31 * quickly logs the GL commands to a buffer to be processed by a worker
32 * thread.
33 */
34
35 #include "main/mtypes.h"
36 #include "main/glthread.h"
37 #include "main/glthread_marshal.h"
38 #include "main/hash.h"
39 #include "main/pixelstore.h"
40 #include "util/u_atomic.h"
41 #include "util/u_thread.h"
42 #include "util/u_cpu_detect.h"
43 #include "util/thread_sched.h"
44
45 #include "state_tracker/st_context.h"
46
47 static void
glthread_update_global_locking(struct gl_context * ctx)48 glthread_update_global_locking(struct gl_context *ctx)
49 {
50 struct gl_shared_state *shared = ctx->Shared;
51
52 /* Determine if we should lock the global mutexes. */
53 simple_mtx_lock(&shared->Mutex);
54 int64_t current_time = os_time_get_nano();
55
56 /* We can only lock the mutexes after NoLockDuration nanoseconds have
57 * passed since multiple contexts were active.
58 */
59 bool lock_mutexes = shared->GLThread.LastContextSwitchTime +
60 shared->GLThread.NoLockDuration < current_time;
61
62 /* Check if multiple contexts are active (the last executing context is
63 * different).
64 */
65 if (ctx != shared->GLThread.LastExecutingCtx) {
66 if (lock_mutexes) {
67 /* If we get here, we've been locking the global mutexes for a while
68 * and now we are switching contexts. */
69 if (shared->GLThread.LastContextSwitchTime +
70 120 * ONE_SECOND_IN_NS < current_time) {
71 /* If it's been more than 2 minutes of only one active context,
72 * indicating that there was no other active context for a long
73 * time, reset the no-lock time to its initial state of only 1
74 * second. This is most likely an infrequent situation of
75 * multi-context loading of game content and shaders.
76 * (this is a heuristic)
77 */
78 shared->GLThread.NoLockDuration = ONE_SECOND_IN_NS;
79 } else if (shared->GLThread.NoLockDuration < 32 * ONE_SECOND_IN_NS) {
80 /* Double the no-lock duration if we are transitioning from only
81 * one active context to multiple active contexts after a short
82 * time, up to a maximum of 32 seconds, indicating that multiple
83 * contexts are frequently executing. (this is a heuristic)
84 */
85 shared->GLThread.NoLockDuration *= 2;
86 }
87
88 lock_mutexes = false;
89 }
90
91 /* There are multiple active contexts. Update the last executing context
92 * and the last context switch time. We only start locking global mutexes
93 * after LastContextSwitchTime + NoLockDuration passes, so this
94 * effectively resets the non-locking stopwatch to 0, so that multiple
95 * contexts can execute simultaneously as long as they are not idle.
96 */
97 shared->GLThread.LastExecutingCtx = ctx;
98 shared->GLThread.LastContextSwitchTime = current_time;
99 }
100 simple_mtx_unlock(&shared->Mutex);
101
102 ctx->GLThread.LockGlobalMutexes = lock_mutexes;
103 }
104
105 static void
glthread_unmarshal_batch(void * job,void * gdata,int thread_index)106 glthread_unmarshal_batch(void *job, void *gdata, int thread_index)
107 {
108 struct glthread_batch *batch = (struct glthread_batch*)job;
109 struct gl_context *ctx = batch->ctx;
110 unsigned pos = 0;
111 unsigned used = batch->used;
112 uint64_t *buffer = batch->buffer;
113 struct gl_shared_state *shared = ctx->Shared;
114
115 /* Determine once every 64 batches whether shared mutexes should be locked.
116 * We have to do this less frequently because os_time_get_nano() is very
117 * expensive if the clock source is not TSC. See:
118 * https://gitlab.freedesktop.org/mesa/mesa/-/issues/8910
119 */
120 if (ctx->GLThread.GlobalLockUpdateBatchCounter++ % 64 == 0)
121 glthread_update_global_locking(ctx);
122
123 /* Execute the GL calls. */
124 _glapi_set_dispatch(ctx->Dispatch.Current);
125
126 /* Here we lock the mutexes once globally if possible. If not, we just
127 * fallback to the individual API calls doing it.
128 */
129 bool lock_mutexes = ctx->GLThread.LockGlobalMutexes;
130 if (lock_mutexes) {
131 _mesa_HashLockMutex(&shared->BufferObjects);
132 ctx->BufferObjectsLocked = true;
133 simple_mtx_lock(&shared->TexMutex);
134 ctx->TexturesLocked = true;
135 }
136
137 while (pos < used) {
138 const struct marshal_cmd_base *cmd =
139 (const struct marshal_cmd_base *)&buffer[pos];
140
141 pos += _mesa_unmarshal_dispatch[cmd->cmd_id](ctx, cmd);
142 }
143
144 if (lock_mutexes) {
145 ctx->TexturesLocked = false;
146 simple_mtx_unlock(&shared->TexMutex);
147 ctx->BufferObjectsLocked = false;
148 _mesa_HashUnlockMutex(&shared->BufferObjects);
149 }
150
151 assert(pos == used);
152 batch->used = 0;
153
154 unsigned batch_index = batch - ctx->GLThread.batches;
155 _mesa_glthread_signal_call(&ctx->GLThread.LastProgramChangeBatch, batch_index);
156 _mesa_glthread_signal_call(&ctx->GLThread.LastDListChangeBatchIndex, batch_index);
157
158 p_atomic_inc(&ctx->GLThread.stats.num_batches);
159 }
160
161 static void
glthread_apply_thread_sched_policy(struct gl_context * ctx,bool initialization)162 glthread_apply_thread_sched_policy(struct gl_context *ctx, bool initialization)
163 {
164 struct glthread_state *glthread = &ctx->GLThread;
165
166 if (!glthread->thread_sched_enabled)
167 return;
168
169 /* Apply our thread scheduling policy for better multithreading
170 * performance.
171 */
172 if (initialization || ++glthread->pin_thread_counter % 128 == 0) {
173 int cpu = util_get_current_cpu();
174
175 if (cpu >= 0 &&
176 util_thread_sched_apply_policy(glthread->queue.threads[0],
177 UTIL_THREAD_GLTHREAD, cpu,
178 &glthread->thread_sched_state)) {
179 /* If it's successful, apply the policy to the driver threads too. */
180 ctx->pipe->set_context_param(ctx->pipe,
181 PIPE_CONTEXT_PARAM_UPDATE_THREAD_SCHEDULING,
182 cpu);
183 }
184 }
185 }
186
187 static void
glthread_thread_initialization(void * job,void * gdata,int thread_index)188 glthread_thread_initialization(void *job, void *gdata, int thread_index)
189 {
190 struct gl_context *ctx = (struct gl_context*)job;
191
192 st_set_background_context(ctx, &ctx->GLThread.stats);
193 _glapi_set_context(ctx);
194 }
195
196 static void
_mesa_glthread_init_dispatch(struct gl_context * ctx,struct _glapi_table * table)197 _mesa_glthread_init_dispatch(struct gl_context *ctx,
198 struct _glapi_table *table)
199 {
200 _mesa_glthread_init_dispatch0(ctx, table);
201 _mesa_glthread_init_dispatch1(ctx, table);
202 _mesa_glthread_init_dispatch2(ctx, table);
203 _mesa_glthread_init_dispatch3(ctx, table);
204 _mesa_glthread_init_dispatch4(ctx, table);
205 _mesa_glthread_init_dispatch5(ctx, table);
206 _mesa_glthread_init_dispatch6(ctx, table);
207 _mesa_glthread_init_dispatch7(ctx, table);
208 }
209
210 void
_mesa_glthread_init(struct gl_context * ctx)211 _mesa_glthread_init(struct gl_context *ctx)
212 {
213 struct pipe_screen *screen = ctx->screen;
214 struct glthread_state *glthread = &ctx->GLThread;
215 assert(!glthread->enabled);
216
217 if (!screen->get_param(screen, PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE) ||
218 !screen->get_param(screen, PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION))
219 return;
220
221 if (!util_queue_init(&glthread->queue, "gl", MARSHAL_MAX_BATCHES - 2,
222 1, 0, NULL)) {
223 return;
224 }
225
226 _mesa_InitHashTable(&glthread->VAOs);
227 _mesa_glthread_reset_vao(&glthread->DefaultVAO);
228 glthread->CurrentVAO = &glthread->DefaultVAO;
229
230 ctx->MarshalExec = _mesa_alloc_dispatch_table(true);
231 if (!ctx->MarshalExec) {
232 _mesa_DeinitHashTable(&glthread->VAOs, NULL, NULL);
233 util_queue_destroy(&glthread->queue);
234 return;
235 }
236
237 _mesa_glthread_init_dispatch(ctx, ctx->MarshalExec);
238 _mesa_init_pixelstore_attrib(ctx, &glthread->Unpack);
239
240 for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++) {
241 glthread->batches[i].ctx = ctx;
242 util_queue_fence_init(&glthread->batches[i].fence);
243 }
244 glthread->next_batch = &glthread->batches[glthread->next];
245 glthread->used = 0;
246 glthread->stats.queue = &glthread->queue;
247
248 _mesa_glthread_init_call_fence(&glthread->LastProgramChangeBatch);
249 _mesa_glthread_init_call_fence(&glthread->LastDListChangeBatchIndex);
250
251 _mesa_glthread_enable(ctx);
252
253 /* Execute the thread initialization function in the thread. */
254 struct util_queue_fence fence;
255 util_queue_fence_init(&fence);
256 util_queue_add_job(&glthread->queue, ctx, &fence,
257 glthread_thread_initialization, NULL, 0);
258 util_queue_fence_wait(&fence);
259 util_queue_fence_destroy(&fence);
260
261 glthread->thread_sched_enabled = ctx->pipe->set_context_param &&
262 util_thread_scheduler_enabled();
263 util_thread_scheduler_init_state(&glthread->thread_sched_state);
264 glthread_apply_thread_sched_policy(ctx, true);
265 }
266
267 static void
free_vao(void * data,UNUSED void * userData)268 free_vao(void *data, UNUSED void *userData)
269 {
270 free(data);
271 }
272
273 void
_mesa_glthread_destroy(struct gl_context * ctx)274 _mesa_glthread_destroy(struct gl_context *ctx)
275 {
276 struct glthread_state *glthread = &ctx->GLThread;
277
278 _mesa_glthread_disable(ctx);
279
280 if (util_queue_is_initialized(&glthread->queue)) {
281 util_queue_destroy(&glthread->queue);
282
283 for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++)
284 util_queue_fence_destroy(&glthread->batches[i].fence);
285
286 _mesa_DeinitHashTable(&glthread->VAOs, free_vao, NULL);
287 _mesa_glthread_release_upload_buffer(ctx);
288 }
289 }
290
_mesa_glthread_enable(struct gl_context * ctx)291 void _mesa_glthread_enable(struct gl_context *ctx)
292 {
293 if (ctx->GLThread.enabled ||
294 ctx->Dispatch.Current == ctx->Dispatch.ContextLost ||
295 ctx->GLThread.DebugOutputSynchronous)
296 return;
297
298 ctx->GLThread.enabled = true;
299 ctx->GLApi = ctx->MarshalExec;
300
301 /* glthread takes over all thread scheduling. */
302 ctx->st->pin_thread_counter = ST_THREAD_SCHEDULER_DISABLED;
303
304 /* Update the dispatch only if the dispatch is current. */
305 if (_glapi_get_dispatch() == ctx->Dispatch.Current) {
306 _glapi_set_dispatch(ctx->GLApi);
307 }
308 }
309
_mesa_glthread_disable(struct gl_context * ctx)310 void _mesa_glthread_disable(struct gl_context *ctx)
311 {
312 if (!ctx->GLThread.enabled)
313 return;
314
315 _mesa_glthread_finish(ctx);
316
317 ctx->GLThread.enabled = false;
318 ctx->GLApi = ctx->Dispatch.Current;
319
320 /* Re-enable thread scheduling in st/mesa when glthread is disabled. */
321 if (ctx->pipe->set_context_param && util_thread_scheduler_enabled())
322 ctx->st->pin_thread_counter = 0;
323
324 /* Update the dispatch only if the dispatch is current. */
325 if (_glapi_get_dispatch() == ctx->MarshalExec) {
326 _glapi_set_dispatch(ctx->GLApi);
327 }
328
329 /* Unbind VBOs in all VAOs that glthread bound for non-VBO vertex uploads
330 * to restore original states.
331 */
332 if (ctx->API != API_OPENGL_CORE)
333 _mesa_glthread_unbind_uploaded_vbos(ctx);
334 }
335
336 static void
glthread_finalize_batch(struct glthread_state * glthread,unsigned * num_items_counter)337 glthread_finalize_batch(struct glthread_state *glthread,
338 unsigned *num_items_counter)
339 {
340 struct glthread_batch *next = glthread->next_batch;
341
342 /* Mark the end of the batch, but don't increment "used". */
343 struct marshal_cmd_base *last =
344 (struct marshal_cmd_base *)&next->buffer[glthread->used];
345 last->cmd_id = NUM_DISPATCH_CMD;
346
347 p_atomic_add(num_items_counter, glthread->used);
348 next->used = glthread->used;
349 glthread->used = 0;
350
351 glthread->LastCallList = NULL;
352 glthread->LastBindBuffer1 = NULL;
353 glthread->LastBindBuffer2 = NULL;
354 }
355
356 void
_mesa_glthread_flush_batch(struct gl_context * ctx)357 _mesa_glthread_flush_batch(struct gl_context *ctx)
358 {
359 struct glthread_state *glthread = &ctx->GLThread;
360 if (!glthread->enabled)
361 return;
362
363 if (ctx->Dispatch.Current == ctx->Dispatch.ContextLost) {
364 _mesa_glthread_disable(ctx);
365 return;
366 }
367
368 if (!glthread->used)
369 return; /* the batch is empty */
370
371 glthread_apply_thread_sched_policy(ctx, false);
372 glthread_finalize_batch(glthread, &glthread->stats.num_offloaded_items);
373
374 struct glthread_batch *next = glthread->next_batch;
375
376 util_queue_add_job(&glthread->queue, next, &next->fence,
377 glthread_unmarshal_batch, NULL, 0);
378 glthread->last = glthread->next;
379 glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
380 glthread->next_batch = &glthread->batches[glthread->next];
381 }
382
383 /**
384 * Waits for all pending batches have been unmarshaled.
385 *
386 * This can be used by the main thread to synchronize access to the context,
387 * since the worker thread will be idle after this.
388 */
389 void
_mesa_glthread_finish(struct gl_context * ctx)390 _mesa_glthread_finish(struct gl_context *ctx)
391 {
392 struct glthread_state *glthread = &ctx->GLThread;
393 if (!glthread->enabled)
394 return;
395
396 /* If this is called from the worker thread, then we've hit a path that
397 * might be called from either the main thread or the worker (such as some
398 * dri interface entrypoints), in which case we don't need to actually
399 * synchronize against ourself.
400 */
401 if (u_thread_is_self(glthread->queue.threads[0]))
402 return;
403
404 struct glthread_batch *last = &glthread->batches[glthread->last];
405 struct glthread_batch *next = glthread->next_batch;
406 bool synced = false;
407
408 if (!util_queue_fence_is_signalled(&last->fence)) {
409 util_queue_fence_wait(&last->fence);
410 synced = true;
411 }
412
413 glthread_apply_thread_sched_policy(ctx, false);
414
415 if (glthread->used) {
416 glthread_finalize_batch(glthread, &glthread->stats.num_direct_items);
417
418 /* Since glthread_unmarshal_batch changes the dispatch to direct,
419 * restore it after it's done.
420 */
421 struct _glapi_table *dispatch = _glapi_get_dispatch();
422 glthread_unmarshal_batch(next, NULL, 0);
423 _glapi_set_dispatch(dispatch);
424
425 /* It's not a sync because we don't enqueue partial batches, but
426 * it would be a sync if we did. So count it anyway.
427 */
428 synced = true;
429 }
430
431 if (synced)
432 p_atomic_inc(&glthread->stats.num_syncs);
433 }
434
435 void
_mesa_glthread_finish_before(struct gl_context * ctx,const char * func)436 _mesa_glthread_finish_before(struct gl_context *ctx, const char *func)
437 {
438 _mesa_glthread_finish(ctx);
439
440 /* Uncomment this if you want to know where glthread syncs. */
441 /*printf("fallback to sync: %s\n", func);*/
442 }
443
444 void
_mesa_error_glthread_safe(struct gl_context * ctx,GLenum error,bool glthread,const char * format,...)445 _mesa_error_glthread_safe(struct gl_context *ctx, GLenum error, bool glthread,
446 const char *format, ...)
447 {
448 if (glthread) {
449 _mesa_marshal_InternalSetError(error);
450 } else {
451 char s[MAX_DEBUG_MESSAGE_LENGTH];
452 va_list args;
453
454 va_start(args, format);
455 ASSERTED size_t len = vsnprintf(s, MAX_DEBUG_MESSAGE_LENGTH, format, args);
456 va_end(args);
457
458 /* Whoever calls _mesa_error should use shorter strings. */
459 assert(len < MAX_DEBUG_MESSAGE_LENGTH);
460
461 _mesa_error(ctx, error, "%s", s);
462 }
463 }
464
465 bool
_mesa_glthread_invalidate_zsbuf(struct gl_context * ctx)466 _mesa_glthread_invalidate_zsbuf(struct gl_context *ctx)
467 {
468 struct glthread_state *glthread = &ctx->GLThread;
469 if (!glthread->enabled)
470 return false;
471 _mesa_marshal_InternalInvalidateFramebufferAncillaryMESA();
472 return true;
473 }
474
475 void
_mesa_glthread_PixelStorei(struct gl_context * ctx,GLenum pname,GLint param)476 _mesa_glthread_PixelStorei(struct gl_context *ctx, GLenum pname, GLint param)
477 {
478 switch (pname) {
479 case GL_UNPACK_SWAP_BYTES:
480 ctx->GLThread.Unpack.SwapBytes = !!param;
481 break;
482 case GL_UNPACK_LSB_FIRST:
483 ctx->GLThread.Unpack.LsbFirst = !!param;
484 break;
485 case GL_UNPACK_ROW_LENGTH:
486 if (param >= 0)
487 ctx->GLThread.Unpack.RowLength = param;
488 break;
489 case GL_UNPACK_IMAGE_HEIGHT:
490 if (param >= 0)
491 ctx->GLThread.Unpack.ImageHeight = param;
492 break;
493 case GL_UNPACK_SKIP_PIXELS:
494 if (param >= 0)
495 ctx->GLThread.Unpack.SkipPixels = param;
496 break;
497 case GL_UNPACK_SKIP_ROWS:
498 if (param >= 0)
499 ctx->GLThread.Unpack.SkipRows = param;
500 break;
501 case GL_UNPACK_SKIP_IMAGES:
502 if (param >= 0)
503 ctx->GLThread.Unpack.SkipImages = param;
504 break;
505 case GL_UNPACK_ALIGNMENT:
506 if (param >= 1 && param <= 8 && util_is_power_of_two_nonzero(param))
507 ctx->GLThread.Unpack.Alignment = param;
508 break;
509 case GL_UNPACK_COMPRESSED_BLOCK_WIDTH:
510 if (param >= 0)
511 ctx->GLThread.Unpack.CompressedBlockWidth = param;
512 break;
513 case GL_UNPACK_COMPRESSED_BLOCK_HEIGHT:
514 if (param >= 0)
515 ctx->GLThread.Unpack.CompressedBlockHeight = param;
516 break;
517 case GL_UNPACK_COMPRESSED_BLOCK_DEPTH:
518 if (param >= 0)
519 ctx->GLThread.Unpack.CompressedBlockDepth = param;
520 break;
521 case GL_UNPACK_COMPRESSED_BLOCK_SIZE:
522 if (param >= 0)
523 ctx->GLThread.Unpack.CompressedBlockSize = param;
524 break;
525 }
526 }
527