gl_graphics_pipeline: Force context flush when loading shader cache
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3aab574521
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01eeda74a6
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@ -176,7 +176,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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std::array<std::string, 5> sources,
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std::array<std::string, 5> sources,
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std::array<std::vector<u32>, 5> sources_spirv,
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std::array<std::vector<u32>, 5> sources_spirv,
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const std::array<const Shader::Info*, 5>& infos,
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const std::array<const Shader::Info*, 5>& infos,
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const GraphicsPipelineKey& key_)
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const GraphicsPipelineKey& key_, bool force_context_flush)
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: texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_},
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: texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_},
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state_tracker{state_tracker_}, key{key_} {
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state_tracker{state_tracker_}, key{key_} {
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if (shader_notify) {
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if (shader_notify) {
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@ -231,7 +231,8 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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const bool in_parallel = thread_worker != nullptr;
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const bool in_parallel = thread_worker != nullptr;
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const auto backend = device.GetShaderBackend();
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const auto backend = device.GetShaderBackend();
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auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
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auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
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shader_notify, backend, in_parallel](ShaderContext::Context*) mutable {
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shader_notify, backend, in_parallel,
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force_context_flush](ShaderContext::Context*) mutable {
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for (size_t stage = 0; stage < 5; ++stage) {
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for (size_t stage = 0; stage < 5; ++stage) {
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switch (backend) {
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switch (backend) {
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case Settings::ShaderBackend::GLSL:
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case Settings::ShaderBackend::GLSL:
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@ -251,7 +252,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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break;
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break;
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}
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}
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}
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}
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if (in_parallel) {
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if (force_context_flush || in_parallel) {
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std::scoped_lock lock{built_mutex};
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std::scoped_lock lock{built_mutex};
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built_fence.Create();
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built_fence.Create();
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// Flush this context to ensure compilation commands and fence are in the GPU pipe.
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// Flush this context to ensure compilation commands and fence are in the GPU pipe.
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@ -78,7 +78,7 @@ public:
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std::array<std::string, 5> sources,
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std::array<std::string, 5> sources,
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std::array<std::vector<u32>, 5> sources_spirv,
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std::array<std::vector<u32>, 5> sources_spirv,
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const std::array<const Shader::Info*, 5>& infos,
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const std::array<const Shader::Info*, 5>& infos,
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const GraphicsPipelineKey& key_);
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const GraphicsPipelineKey& key_, bool force_context_flush = false);
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void Configure(bool is_indexed) {
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void Configure(bool is_indexed) {
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configure_func(this, is_indexed);
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configure_func(this, is_indexed);
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@ -307,7 +307,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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env_ptrs.push_back(&env);
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env_ptrs.push_back(&env);
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}
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}
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ctx->pools.ReleaseContents();
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ctx->pools.ReleaseContents();
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auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false)};
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auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false, true)};
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std::scoped_lock lock{state.mutex};
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std::scoped_lock lock{state.mutex};
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if (pipeline) {
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if (pipeline) {
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graphics_cache.emplace(key, std::move(pipeline));
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graphics_cache.emplace(key, std::move(pipeline));
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@ -439,7 +439,8 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline() {
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std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
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ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
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std::span<Shader::Environment* const> envs, bool build_in_parallel) try {
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std::span<Shader::Environment* const> envs, bool use_shader_workers,
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bool force_context_flush) try {
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LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash());
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LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash());
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size_t env_index{};
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size_t env_index{};
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u32 total_storage_buffers{};
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u32 total_storage_buffers{};
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@ -531,10 +532,10 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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}
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}
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previous_program = &program;
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previous_program = &program;
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}
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}
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auto* const thread_worker{build_in_parallel ? workers.get() : nullptr};
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auto* const thread_worker{use_shader_workers ? workers.get() : nullptr};
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return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, program_manager,
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return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, program_manager,
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state_tracker, thread_worker, &shader_notify, sources,
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state_tracker, thread_worker, &shader_notify, sources,
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sources_spirv, infos, key);
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sources_spirv, infos, key, force_context_flush);
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} catch (Shader::Exception& exception) {
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} catch (Shader::Exception& exception) {
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LOG_ERROR(Render_OpenGL, "{}", exception.what());
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LOG_ERROR(Render_OpenGL, "{}", exception.what());
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@ -50,7 +50,8 @@ private:
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std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
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std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
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ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
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ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
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std::span<Shader::Environment* const> envs, bool build_in_parallel);
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std::span<Shader::Environment* const> envs, bool use_shader_workers,
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bool force_context_flush = false);
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std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineKey& key,
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std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineKey& key,
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const VideoCommon::ShaderInfo* shader);
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const VideoCommon::ShaderInfo* shader);
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