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common: restore OpenMP thread limit after GraphicsMagick init #22438
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And what about the opposite, if GraphicsMagick do set a threads count below
darktable.num_openmp_threads?Uh oh!
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Sorry, had to run (literally).
Deslopping (manually, so I learn something, probably nothing new to anyone else): The original issue was that
-t 4resulted in allocating buffers for 4 threads, then GM reset OpenMP to use 12 threads -> crash.What was tested now:
OMP_NUM_THREADSsets the default number of threads-t noverrides that ton(darktable.num_openmp_threads) -- and this number is also used for the allocationOMP_THREAD_LIMIT msets a hard maximum.With
OMP_NUM_THREADS = 1and-t 4, initial number of threads is 1, overridden to 4, buffers are allocated according to that: 4 threads, buffers for 4 threads, OK.With
OMP_THREAD_LIMIT = 1and-t 4, the hard limit is 1; buffers are still allocated according to-t 4, buffers are allocated for 4 threads, 1 thread is used, wasteful, but no crash.--- original LLM answer below ---
(Codex)
The same call covers that case. It restores darktable's configured count whether GraphicsMagick raised or lowered it.
By reading the code, Codex checked GraphicsMagick 1.3.46's initialization and darktable's per-thread allocator. Fewer workers cannot overrun buffers sized for the configured count. The reset is unconditional.
A runtime probe with 4 requested threads confirmed that GraphicsMagick selected 1 with
OMP_NUM_THREADS=1, then the reset restored 4. WithOMP_THREAD_LIMIT=2, the actual team stayed at 2. The build passed, and CPU exports using0068-rawdenoise-xtransmatched the control pixel for pixel in both cases.There was a problem hiding this comment.
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I don't understand this, if GM asked for 2 threads and we set back to 16 we should have the same issue and then potentially crash in GM this time, no?
Or do you mean that Codex has analyzed all the GM sources to ensure that this is not an issue for GM? That seems very fragile anyway as we depends on GM source code changes.
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It ran the integration tests with those environment variables and thread counts (and it also read the sources). I'll continue tomorrow, it's late.