freedreno: Take a lock around shader variant creation.

Shaders are shared across contexts in gallium (part of making it so
that you get shader compile at link time, for shader-db and to reduce
compiles at draw time).  So, we need to protect from variant creation
for a shader from multiple threads at the same time.

Reviewed-by: Rob Clark <robdclark@gmail.com>
This commit is contained in:
Eric Anholt 2019-07-25 13:21:56 -07:00
parent 6e3b220ad3
commit 6f0521b78c
2 changed files with 7 additions and 0 deletions

View File

@ -239,6 +239,7 @@ struct ir3_shader_variant *
ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
bool binning_pass, bool *created)
{
mtx_lock(&shader->variants_lock);
struct ir3_shader_variant *v =
shader_variant(shader, key, created);
@ -247,8 +248,10 @@ ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
v->binning = create_variant(shader, key, true);
*created = true;
}
mtx_unlock(&shader->variants_lock);
return v->binning;
}
mtx_unlock(&shader->variants_lock);
return v;
}
@ -264,6 +267,7 @@ ir3_shader_destroy(struct ir3_shader *shader)
}
free(shader->const_state.immediates);
ralloc_free(shader->nir);
mtx_destroy(&shader->variants_lock);
free(shader);
}
@ -272,6 +276,7 @@ ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir)
{
struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
mtx_init(&shader->variants_lock, mtx_plain);
shader->compiler = compiler;
shader->id = ++shader->compiler->shader_count;
shader->type = nir->info.stage;

View File

@ -29,6 +29,7 @@
#include <stdio.h>
#include "c11/threads.h"
#include "compiler/shader_enums.h"
#include "compiler/nir/nir.h"
#include "util/bitscan.h"
@ -544,6 +545,7 @@ struct ir3_shader {
struct ir3_stream_output_info stream_output;
struct ir3_shader_variant *variants;
mtx_t variants_lock;
};
void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);