On 27/09/15 19:14, Marek Olšák wrote:
Hi,

For some reason, st/mesa assumes that shaders can't be shared by
multiple contexts and therefore has a context pointer in shader keys.
I'd like to get rid of this dependency, because there is no reason why
shaders would need to be tied to a context. In fact, shaders don't
even need a device, they just need a compiler.
>
This is becoming a bigger issue with latest games that might prefer
compiling shaders in another thread using a different GL context.

As far as I know, shaders should be context-shareable on all hardware
drivers.

The thing to keep in mind is that, although in theory gallium shaders could be compiled once and reused by many pipe contexts, in practice many drivers need to produce shader variants that mix in state from other context specific state objects, at draw time.

llvmpipe, svga pipe driver are examples of such drivers that I know. Maybe amd/nvidia gallium drivers are immune from that problem, but my understanding was that very few hardware has internal state objects that line up perfectly with gallium state objects, hence that this problem was widespread.


And because until now shaders were per-context, this means that pipe drivers can attach the variants to the shader object without any worries about multi-threading, as it's guaranteed that no other thread is operating on them.


So, if you want to make pipe shaders global, you need to ensure that all shaders objects manipulations are thread-safe. In particular, if you still want to attach variants to the shaders, you need to ensure access to mutable members are protected with mutex. Which means you might be forced to lock mutexes on hot-paths, severely impacting performance (single- and multi- thread apps alike).


One could avoid the threading primitives by attaching the variants to the context themselves -- but then that's no different from what we do today -- ie, you'd be compiling as often as today.



I don't feel too strongly either way: maybe the benefits of having shaders shared by many pipe context are indeed worth the trouble. But let it be no doubt: that implies making all operations on shader objects thread safe. And that is not a trivial matter. It's certainly not as easy as just coping with a null pipe_context argument.


> I see only 2 options out of this:
>
> 1) Removing the context pointer from the shader keys. If drivers need
> this, they should handle it by themselves. This will simplify st/mesa,
> because TCS, TES, GS won't need the variant-tracking machinery.
>
> 2) Adding PIPE_CAP_SHAREABLE_SHADERS and if the cap is 1, set the
> context pointer to NULL in all keys.
>
> What do you think?
>
> Marek


I think there are other options worth considering:


a) I wonder if wouldn't be better the other way around: if drivers want to avoid compiling the same shader for many contexts, they should maintain a shader cache internally that's shared by all contexts.

As that can be done much more efficient -- there are many ways to implement a global cache that avoids frequent locking

And the way to avoid reimplementing the wheel on every driver would be to have an helper module that would take care of that -- ie, a generial auxiliary module to maintain the shader cache in a thread safe maner. That module could potentially even learn to (de)serializing the cache from disk.


b) split pipe shader objects in two parts:

1) a global object, which would allow the pipe drivers to pre-compile the TGSI into an internal IR

2) per-context objects, so that pipe drivers could produce variants of that IR which takes in account the currently bound state

And for pipe drivers that can't pre-compile anything, 1) would be nothing more than a duplication of TGSI tokens.



c) introduce Metal/DX12/Vulkan like "pipeline state objects", whereby the state tracker declares upfront how the whole pipeline state objects are bound together, so the driver can produce the shader variant when that pipeline state is created, and doesn't need to worry about shader variantes at draw time.

This is in fact like a) but moves the burden of creating the variant cache into the state tracker (as the pipeline state cache) where it can be shared by all pipe drivers.



Jose


> For some reason, st/mesa assumes that shaders can't be shared by
> multiple contexts and therefore has a context pointer in shader keys.

PS: As I write this, I can't help having a feeling of deja-vu. I couldn't find any discussion from my mail archives, but I think this subject has been brought before.

I wonder if we should start maintaining a "design.rst" in src/gallium/docs/ to document why some things were done the way they were.

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

Reply via email to