From: Nicolai Hähnle <nicolai.haeh...@amd.com>

Force the driver thread to sync immediately with a compiler thread (but
compilation still happens in a separate thread).

This can be useful to simplify debugging compiler issues.
---
 src/gallium/drivers/radeonsi/si_debug_options.inc |  1 +
 src/gallium/drivers/radeonsi/si_state_shaders.c   | 13 ++++++++++---
 2 files changed, 11 insertions(+), 3 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_debug_options.inc 
b/src/gallium/drivers/radeonsi/si_debug_options.inc
index f4c3e19ed95..019256ca1d1 100644
--- a/src/gallium/drivers/radeonsi/si_debug_options.inc
+++ b/src/gallium/drivers/radeonsi/si_debug_options.inc
@@ -1,5 +1,6 @@
 OPT_BOOL(clear_db_cache_before_clear, false, "Clear DB cache before fast depth 
clear")
 OPT_BOOL(enable_nir, false, "Enable NIR")
 OPT_BOOL(aux_debug, false, "Generate ddebug_dumps for the auxiliary context")
+OPT_BOOL(sync_compile, false, "Always compile synchronously (will cause 
stalls)")
 
 #undef OPT_BOOL
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c 
b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 5bdfd4f6ac1..f57e7730905 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -1945,20 +1945,24 @@ current_not_ready:
                        sel->first_variant = shader;
                        sel->last_variant = shader;
                } else {
                        sel->last_variant->next_variant = shader;
                        sel->last_variant = shader;
                }
 
                /* Use the default (unoptimized) shader for now. */
                memset(&key->opt, 0, sizeof(key->opt));
                mtx_unlock(&sel->mutex);
+
+               if (sscreen->options.sync_compile)
+                       util_queue_fence_wait(&shader->ready);
+
                goto again;
        }
 
        /* Reset the fence before adding to the variant list. */
        util_queue_fence_reset(&shader->ready);
 
        if (!sel->last_variant) {
                sel->first_variant = shader;
                sel->last_variant = shader;
        } else {
@@ -2157,38 +2161,41 @@ static void si_init_shader_selector_async(void *job, 
int thread_index)
 }
 
 void si_schedule_initial_compile(struct si_context *sctx, unsigned processor,
                                 struct util_queue_fence *ready_fence,
                                 struct si_compiler_ctx_state 
*compiler_ctx_state,
                                 void *job, util_queue_execute_func execute)
 {
        util_queue_fence_init(ready_fence);
 
        struct util_async_debug_callback async_debug;
-       bool wait =
+       bool debug =
                (sctx->debug.debug_message && !sctx->debug.async) ||
                sctx->is_debug ||
                si_can_dump_shader(sctx->screen, processor);
 
-       if (wait) {
+       if (debug) {
                u_async_debug_init(&async_debug);
                compiler_ctx_state->debug = async_debug.base;
        }
 
        util_queue_add_job(&sctx->screen->shader_compiler_queue, job,
                           ready_fence, execute, NULL);
 
-       if (wait) {
+       if (debug) {
                util_queue_fence_wait(ready_fence);
                u_async_debug_drain(&async_debug, &sctx->debug);
                u_async_debug_cleanup(&async_debug);
        }
+
+       if (sctx->screen->options.sync_compile)
+               util_queue_fence_wait(ready_fence);
 }
 
 /* Return descriptor slot usage masks from the given shader info. */
 void si_get_active_slot_masks(const struct tgsi_shader_info *info,
                              uint32_t *const_and_shader_buffers,
                              uint64_t *samplers_and_images)
 {
        unsigned start, num_shaderbufs, num_constbufs, num_images, num_samplers;
 
        num_shaderbufs = util_last_bit(info->shader_buffers_declared);
-- 
2.20.1

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