radeonsi: use a compiler queue with a low priority for optimized shaders

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2017-05-31 13:18:53 +02:00
parent 89b6c93ae3
commit 86cc809726
3 changed files with 34 additions and 8 deletions

View File

@ -742,11 +742,16 @@ static void si_destroy_screen(struct pipe_screen* pscreen)
return;
util_queue_destroy(&sscreen->shader_compiler_queue);
util_queue_destroy(&sscreen->shader_compiler_queue_low_priority);
for (i = 0; i < ARRAY_SIZE(sscreen->tm); i++)
if (sscreen->tm[i])
LLVMDisposeTargetMachine(sscreen->tm[i]);
for (i = 0; i < ARRAY_SIZE(sscreen->tm_low_priority); i++)
if (sscreen->tm_low_priority[i])
LLVMDisposeTargetMachine(sscreen->tm_low_priority[i]);
/* Free shader parts. */
for (i = 0; i < ARRAY_SIZE(parts); i++) {
while (parts[i]) {
@ -860,7 +865,7 @@ static void si_test_vmfault(struct si_screen *sscreen)
struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws)
{
struct si_screen *sscreen = CALLOC_STRUCT(si_screen);
unsigned num_cpus, num_compiler_threads, i;
unsigned num_threads, num_compiler_threads, num_compiler_threads_lowprio, i;
if (!sscreen) {
return NULL;
@ -885,9 +890,11 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws)
/* Only enable as many threads as we have target machines, but at most
* the number of CPUs - 1 if there is more than one.
*/
num_cpus = sysconf(_SC_NPROCESSORS_ONLN);
num_cpus = MAX2(1, num_cpus - 1);
num_compiler_threads = MIN2(num_cpus, ARRAY_SIZE(sscreen->tm));
num_threads = sysconf(_SC_NPROCESSORS_ONLN);
num_threads = MAX2(1, num_threads - 1);
num_compiler_threads = MIN2(num_threads, ARRAY_SIZE(sscreen->tm));
num_compiler_threads_lowprio =
MIN2(num_threads, ARRAY_SIZE(sscreen->tm_low_priority));
if (!util_queue_init(&sscreen->shader_compiler_queue, "si_shader",
32, num_compiler_threads, 0)) {
@ -896,6 +903,20 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws)
return NULL;
}
/* The queue must be large enough so that adding optimized shaders
* doesn't stall draw calls when the queue is full. Especially varying
* packing generates a very high volume of optimized shader compilation
* jobs.
*/
if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority,
"si_shader_low",
1024, num_compiler_threads,
UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY)) {
si_destroy_shader_cache(sscreen);
FREE(sscreen);
return NULL;
}
si_handle_env_var_force_family(sscreen);
if (!debug_get_bool_option("RADEON_DISABLE_PERFCOUNTERS", false))
@ -959,6 +980,8 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws)
for (i = 0; i < num_compiler_threads; i++)
sscreen->tm[i] = si_create_llvm_target_machine(sscreen);
for (i = 0; i < num_compiler_threads_lowprio; i++)
sscreen->tm_low_priority[i] = si_create_llvm_target_machine(sscreen);
/* Create the auxiliary context. This must be done last. */
sscreen->b.aux_context = si_create_context(&sscreen->b.b, 0);

View File

@ -110,6 +110,9 @@ struct si_screen {
/* Shader compiler queue for multithreaded compilation. */
struct util_queue shader_compiler_queue;
LLVMTargetMachineRef tm[4]; /* used by the queue only */
struct util_queue shader_compiler_queue_low_priority;
LLVMTargetMachineRef tm_low_priority[4];
};
struct si_blend_color {

View File

@ -1450,8 +1450,8 @@ static void si_build_shader_variant(void *job, int thread_index)
int r;
if (thread_index >= 0) {
assert(thread_index < ARRAY_SIZE(sscreen->tm));
tm = sscreen->tm[thread_index];
assert(thread_index < ARRAY_SIZE(sscreen->tm_low_priority));
tm = sscreen->tm_low_priority[thread_index];
if (!debug->async)
debug = NULL;
} else {
@ -1679,7 +1679,7 @@ again:
!is_pure_monolithic &&
thread_index < 0) {
/* Compile it asynchronously. */
util_queue_add_job(&sscreen->shader_compiler_queue,
util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
shader, &shader->optimized_ready,
si_build_shader_variant, NULL);
@ -2258,7 +2258,7 @@ static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
{
if (shader->is_optimized) {
util_queue_drop_job(&sctx->screen->shader_compiler_queue,
util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority,
&shader->optimized_ready);
util_queue_fence_destroy(&shader->optimized_ready);
}