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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev