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gl_shader_cache: Use shared contexts to build shaders in parallel

This commit is contained in:
ReinUsesLisp 2019-04-06 17:59:56 -03:00
parent 9ffc60b5b3
commit c03b8c4c19
7 changed files with 114 additions and 58 deletions

View File

@ -98,9 +98,11 @@ struct FramebufferCacheKey {
}
};
RasterizerOpenGL::RasterizerOpenGL(Core::System& system, ScreenInfo& info)
: res_cache{*this}, shader_cache{*this, system, device}, global_cache{*this}, system{system},
screen_info{info}, buffer_cache(*this, STREAM_BUFFER_SIZE) {
RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
ScreenInfo& info)
: res_cache{*this}, shader_cache{*this, system, emu_window, device},
global_cache{*this}, system{system}, screen_info{info},
buffer_cache(*this, STREAM_BUFFER_SIZE) {
OpenGLState::ApplyDefaultState();
shader_program_manager = std::make_unique<GLShader::ProgramManager>();

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@ -48,7 +48,8 @@ struct FramebufferCacheKey;
class RasterizerOpenGL : public VideoCore::RasterizerInterface {
public:
explicit RasterizerOpenGL(Core::System& system, ScreenInfo& info);
explicit RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
ScreenInfo& info);
~RasterizerOpenGL() override;
void DrawArrays() override;

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@ -2,10 +2,14 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <mutex>
#include <thread>
#include <boost/functional/hash.hpp>
#include "common/assert.h"
#include "common/hash.h"
#include "common/scope_exit.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/memory_manager.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
@ -344,8 +348,8 @@ ShaderDiskCacheUsage CachedShader::GetUsage(GLenum primitive_mode,
}
ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
const Device& device)
: RasterizerCache{rasterizer}, device{device}, disk_cache{system} {}
Core::Frontend::EmuWindow& emu_window, const Device& device)
: RasterizerCache{rasterizer}, emu_window{emu_window}, device{device}, disk_cache{system} {}
void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
const VideoCore::DiskResourceLoadCallback& callback) {
@ -353,62 +357,106 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
if (!transferable) {
return;
}
const auto [raws, usages] = *transferable;
const auto [raws, shader_usages] = *transferable;
auto [decompiled, dumps] = disk_cache.LoadPrecompiled();
const auto supported_formats{GetSupportedFormats()};
const auto unspecialized{
const auto unspecialized_shaders{
GenerateUnspecializedShaders(stop_loading, callback, raws, decompiled)};
if (stop_loading)
if (stop_loading) {
return;
}
// Track if precompiled cache was altered during loading to know if we have to serialize the
// virtual precompiled cache file back to the hard drive
bool precompiled_cache_altered = false;
// Build shaders
if (callback)
callback(VideoCore::LoadCallbackStage::Build, 0, usages.size());
for (std::size_t i = 0; i < usages.size(); ++i) {
if (stop_loading)
return;
// Inform the frontend about shader build initialization
if (callback) {
callback(VideoCore::LoadCallbackStage::Build, 0, shader_usages.size());
}
const auto& usage{usages[i]};
LOG_INFO(Render_OpenGL, "Building shader {:016x} ({} of {})", usage.unique_identifier,
i + 1, usages.size());
std::mutex mutex;
std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
std::atomic_bool compilation_failed = false;
const auto& unspec{unspecialized.at(usage.unique_identifier)};
const auto dump_it = dumps.find(usage);
const auto Worker = [&](Core::Frontend::GraphicsContext* context, std::size_t begin,
std::size_t end) {
context->MakeCurrent();
SCOPE_EXIT({ return context->DoneCurrent(); });
CachedProgram shader;
if (dump_it != dumps.end()) {
// If the shader is dumped, attempt to load it with
shader = GeneratePrecompiledProgram(dump_it->second, supported_formats);
if (!shader) {
// Invalidate the precompiled cache if a shader dumped shader was rejected
disk_cache.InvalidatePrecompiled();
precompiled_cache_altered = true;
dumps.clear();
for (std::size_t i = begin; i < end; ++i) {
if (stop_loading || compilation_failed) {
return;
}
}
if (!shader) {
shader = SpecializeShader(unspec.code, unspec.entries, unspec.program_type,
usage.bindings, usage.primitive, true);
}
precompiled_programs.insert({usage, std::move(shader)});
const auto& usage{shader_usages[i]};
LOG_INFO(Render_OpenGL, "Building shader {:016x} (index {} of {})",
usage.unique_identifier, i, shader_usages.size());
if (callback)
callback(VideoCore::LoadCallbackStage::Build, i + 1, usages.size());
const auto& unspecialized{unspecialized_shaders.at(usage.unique_identifier)};
const auto dump{dumps.find(usage)};
CachedProgram shader;
if (dump != dumps.end()) {
// If the shader is dumped, attempt to load it with
shader = GeneratePrecompiledProgram(dump->second, supported_formats);
if (!shader) {
compilation_failed = true;
return;
}
}
if (!shader) {
shader = SpecializeShader(unspecialized.code, unspecialized.entries,
unspecialized.program_type, usage.bindings,
usage.primitive, true);
}
std::scoped_lock lock(mutex);
if (callback) {
callback(VideoCore::LoadCallbackStage::Build, ++built_shaders,
shader_usages.size());
}
precompiled_programs.emplace(usage, std::move(shader));
}
};
const std::size_t num_workers{std::thread::hardware_concurrency() + 1};
const std::size_t bucket_size{shader_usages.size() / num_workers};
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
std::vector<std::thread> threads(num_workers);
for (std::size_t i = 0; i < num_workers; ++i) {
const bool is_last_worker = i + 1 == num_workers;
const std::size_t start{bucket_size * i};
const std::size_t end{is_last_worker ? shader_usages.size() : start + bucket_size};
// On some platforms the shared context has to be created from the GUI thread
contexts[i] = emu_window.CreateSharedContext();
threads[i] = std::thread(Worker, contexts[i].get(), start, end);
}
for (auto& thread : threads) {
thread.join();
}
if (compilation_failed) {
// Invalidate the precompiled cache if a shader dumped shader was rejected
disk_cache.InvalidatePrecompiled();
dumps.clear();
precompiled_cache_altered = true;
return;
}
if (stop_loading) {
return;
}
// TODO(Rodrigo): Do state tracking for transferable shaders and do a dummy draw before
// precompiling them
for (std::size_t i = 0; i < usages.size(); ++i) {
const auto& usage{usages[i]};
for (std::size_t i = 0; i < shader_usages.size(); ++i) {
const auto& usage{shader_usages[i]};
if (dumps.find(usage) == dumps.end()) {
const auto& program = precompiled_programs.at(usage);
const auto& program{precompiled_programs.at(usage)};
disk_cache.SaveDump(usage, program->handle);
precompiled_cache_altered = true;
}

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@ -22,7 +22,11 @@
namespace Core {
class System;
} // namespace Core
}
namespace Core::Frontend {
class EmuWindow;
}
namespace OpenGL {
@ -111,7 +115,7 @@ private:
class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
public:
explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
const Device& device);
Core::Frontend::EmuWindow& emu_window, const Device& device);
/// Loads disk cache for the current game
void LoadDiskCache(const std::atomic_bool& stop_loading,
@ -133,13 +137,13 @@ private:
CachedProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
const std::set<GLenum>& supported_formats);
Core::Frontend::EmuWindow& emu_window;
const Device& device;
std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
ShaderDiskCacheOpenGL disk_cache;
PrecompiledShaders precompiled_shaders;
PrecompiledPrograms precompiled_programs;
std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
};
} // namespace OpenGL

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@ -97,8 +97,8 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
return matrix;
}
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window, Core::System& system)
: VideoCore::RendererBase{window}, system{system} {}
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
RendererOpenGL::~RendererOpenGL() = default;
@ -265,7 +265,7 @@ void RendererOpenGL::CreateRasterizer() {
}
// Initialize sRGB Usage
OpenGLState::ClearsRGBUsed();
rasterizer = std::make_unique<RasterizerOpenGL>(system, screen_info);
rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,

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@ -45,7 +45,7 @@ struct ScreenInfo {
class RendererOpenGL : public VideoCore::RendererBase {
public:
explicit RendererOpenGL(Core::Frontend::EmuWindow& window, Core::System& system);
explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
~RendererOpenGL() override;
/// Swap buffers (render frame)
@ -77,6 +77,7 @@ private:
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
const TextureInfo& texture);
Core::Frontend::EmuWindow& emu_window;
Core::System& system;
OpenGLState state;

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@ -91,25 +91,25 @@ void EmuThread::run() {
class GGLContext : public Core::Frontend::GraphicsContext {
public:
explicit GGLContext(QOpenGLContext* shared_context)
: context{std::make_unique<QOpenGLContext>(shared_context)} {
surface.setFormat(shared_context->format());
surface.create();
explicit GGLContext(QOpenGLContext* shared_context) : shared_context{shared_context} {
context.setFormat(shared_context->format());
context.setShareContext(shared_context);
context.create();
}
void MakeCurrent() override {
context->makeCurrent(&surface);
context.makeCurrent(shared_context->surface());
}
void DoneCurrent() override {
context->doneCurrent();
context.doneCurrent();
}
void SwapBuffers() override {}
private:
std::unique_ptr<QOpenGLContext> context;
QOffscreenSurface surface;
QOpenGLContext* shared_context;
QOpenGLContext context;
};
// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL
@ -358,7 +358,7 @@ void GRenderWindow::OnClientAreaResized(unsigned width, unsigned height) {
}
std::unique_ptr<Core::Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
return std::make_unique<GGLContext>(shared_context.get());
return std::make_unique<GGLContext>(context.get());
}
void GRenderWindow::InitRenderTarget() {