On Mon, Jun 23, 2014 at 5:39 PM, Maarten Lankhorst <maarten.lankho...@canonical.com> wrote: > op 23-06-14 09:24, Ben Skeggs schreef: >> On Mon, Jun 23, 2014 at 5:17 PM, Maarten Lankhorst >> <maarten.lankho...@canonical.com> wrote: >>> op 21-06-14 14:12, Ilia Mirkin schreef: >>>> On Tue, Jun 17, 2014 at 2:34 AM, Maarten Lankhorst >>>> <maarten.lankho...@canonical.com> wrote: >>>>> nv30 seems to not support dma objects with offset, so simply extend the >>>>> query_heap to cover the >>>>> entire notifier, and use a offset in nv30_context_kick_notify. >>>> It would be great if you could detail the list of transformations that >>>> were done in the commit description, as well as what the "new way" is >>>> (if any) for the various concepts. >>> I moved the pushbuf and fences to each context separately. The PUSH_KICK on >>> context switch ensures >>> that the previous context is flushed. >>>> This change doesn't have any of the locking -- is that coming in a >>>> future change? Otherwise we're still vulnerable to multiple threads >>>> trying to render at the same time. (Now with screen sharing, even if >>>> they end up with separate screens, we'd still be in trouble.) >>> I haven't done any locking changes, because I don't believe locking is the >>> answer here. >>> With each context having its own pushbuf we can ensure that things aren't >>> flushed, so >>> on flush it should assume all state is dirty. After this is done the >>> PUSH_KICK of the old >>> context on context switch can be removed, and suddenly the driver is >>> thread-safe because >>> only the pushbuf to kernel command submission could race. ;-) >> It would be interesting to see some numbers on the impact of assuming >> all state is lost each flush vs doing the locking. > Using locking would mean only a single thread could do command submission at > a time, so it still wouldn't be true multithreaded opengl. > And there still seem to be some cases in which this isn't enough, for example > the query stuff should probably become a dirty flag for validation. Well, other threads are free to do everything else except the final draw call still. But yes, that's potentially a good chunk of the work. That can possibly be worked around in a couple of ways if the numbers show it's worth bothering.
> > ~Maarten _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev