I have just tested this patch with Hero Siege, it still crashes.

As you said, it's definitely a multithreading issue because it crashes differently all the time.

Let me know if you need more information.

On 06/19/2017 01:40 PM, Nicolai Hähnle wrote:
From: Nicolai Hähnle <nicolai.haeh...@amd.com>

si_build_shader_variant can actually be called directly from one of
normal-priority compiler threads. In that case, the thread_index is
only valid for the normal tm array.

v2:
- use the correct sel/shader->compiler_ctx_state

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101384 (maybe)
Fixes: 86cc8097266c ("radeonsi: use a compiler queue with a low priority for 
optimized shaders")
---
  src/gallium/drivers/radeonsi/si_state_shaders.c | 28 +++++++++++++++++++------
  1 file changed, 22 insertions(+), 6 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c 
b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 677a6de..6619d96 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -1438,35 +1438,42 @@ static inline void si_shader_selector_key(struct 
pipe_context *ctx,
                break;
        }
        default:
                assert(0);
        }
if (unlikely(sctx->screen->b.debug_flags & DBG_NO_OPT_VARIANT))
                memset(&key->opt, 0, sizeof(key->opt));
  }
-static void si_build_shader_variant(void *job, int thread_index)
+static void si_build_shader_variant(struct si_shader *shader,
+                                   int thread_index,
+                                   bool low_priority)
  {
-       struct si_shader *shader = (struct si_shader *)job;
        struct si_shader_selector *sel = shader->selector;
        struct si_screen *sscreen = sel->screen;
        LLVMTargetMachineRef tm;
        struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
        int r;
if (thread_index >= 0) {
-               assert(thread_index < ARRAY_SIZE(sscreen->tm_low_priority));
-               tm = sscreen->tm_low_priority[thread_index];
+               if (low_priority) {
+                       assert(thread_index < 
ARRAY_SIZE(sscreen->tm_low_priority));
+                       tm = sscreen->tm_low_priority[thread_index];
+               } else {
+                       assert(thread_index < ARRAY_SIZE(sscreen->tm));
+                       tm = sscreen->tm[thread_index];
+               }
                if (!debug->async)
                        debug = NULL;
        } else {
+               assert(!low_priority);
                tm = shader->compiler_ctx_state.tm;
        }
r = si_shader_create(sscreen, tm, shader, debug);
        if (unlikely(r)) {
                R600_ERR("Failed to build shader variant (type=%u) %d\n",
                         sel->type, r);
                shader->compilation_failed = true;
                return;
        }
@@ -1476,20 +1483,29 @@ static void si_build_shader_variant(void *job, int 
thread_index)
                                         &shader->shader_log_size);
                if (f) {
                        si_shader_dump(sscreen, shader, NULL, sel->type, f, 
false);
                        fclose(f);
                }
        }
si_shader_init_pm4_state(sscreen, shader);
  }
+static void si_build_shader_variant_low_priority(void *job, int thread_index)
+{
+       struct si_shader *shader = (struct si_shader *)job;
+
+       assert(thread_index >= 0);
+
+       si_build_shader_variant(shader, thread_index, true);
+}
+
  static const struct si_shader_key zeroed;
static bool si_check_missing_main_part(struct si_screen *sscreen,
                                       struct si_shader_selector *sel,
                                       struct si_compiler_ctx_state 
*compiler_state,
                                       struct si_shader_key *key)
  {
        struct si_shader **mainp = si_get_main_shader_part(sel, key);
if (!*mainp) {
@@ -1681,30 +1697,30 @@ again:
                sel->last_variant = shader;
        }
/* If it's an optimized shader, compile it asynchronously. */
        if (shader->is_optimized &&
            !is_pure_monolithic &&
            thread_index < 0) {
                /* Compile it asynchronously. */
                util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
                                   shader, &shader->optimized_ready,
-                                  si_build_shader_variant, NULL);
+                                  si_build_shader_variant_low_priority, NULL);
/* Use the default (unoptimized) shader for now. */
                memset(&key->opt, 0, sizeof(key->opt));
                mtx_unlock(&sel->mutex);
                goto again;
        }
assert(!shader->is_optimized);
-       si_build_shader_variant(shader, thread_index);
+       si_build_shader_variant(shader, thread_index, false);
if (!shader->compilation_failed)
                state->current = shader;
mtx_unlock(&sel->mutex);
        return shader->compilation_failed ? -1 : 0;
  }
static int si_shader_select(struct pipe_context *ctx,
                            struct si_shader_ctx_state *state,

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