Address feedback, add shader compile notifier, update setting text
This commit is contained in:
parent
c02464f64e
commit
31a76410e8
|
@ -202,6 +202,7 @@ public:
|
||||||
return reported_extensions;
|
return reported_extensions;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Returns true if the setting for async shader compilation is enabled.
|
||||||
bool UseAsynchronousShaders() const {
|
bool UseAsynchronousShaders() const {
|
||||||
return use_asynchronous_shaders;
|
return use_asynchronous_shaders;
|
||||||
}
|
}
|
||||||
|
@ -255,7 +256,9 @@ private:
|
||||||
bool ext_custom_border_color{}; ///< Support for VK_EXT_custom_border_color.
|
bool ext_custom_border_color{}; ///< Support for VK_EXT_custom_border_color.
|
||||||
bool ext_extended_dynamic_state{}; ///< Support for VK_EXT_extended_dynamic_state.
|
bool ext_extended_dynamic_state{}; ///< Support for VK_EXT_extended_dynamic_state.
|
||||||
bool nv_device_diagnostics_config{}; ///< Support for VK_NV_device_diagnostics_config.
|
bool nv_device_diagnostics_config{}; ///< Support for VK_NV_device_diagnostics_config.
|
||||||
bool use_asynchronous_shaders{};
|
|
||||||
|
// Asynchronous Graphics Pipeline setting
|
||||||
|
bool use_asynchronous_shaders{}; ///< Setting to use asynchronous shaders/graphics pipeline
|
||||||
|
|
||||||
// Telemetry parameters
|
// Telemetry parameters
|
||||||
std::string vendor_name; ///< Device's driver name.
|
std::string vendor_name; ///< Device's driver name.
|
||||||
|
|
|
@ -78,14 +78,15 @@ VKGraphicsPipeline::VKGraphicsPipeline(const VKDevice& device, VKScheduler& sche
|
||||||
const GraphicsPipelineCacheKey& key,
|
const GraphicsPipelineCacheKey& key,
|
||||||
vk::Span<VkDescriptorSetLayoutBinding> bindings,
|
vk::Span<VkDescriptorSetLayoutBinding> bindings,
|
||||||
const SPIRVProgram& program)
|
const SPIRVProgram& program)
|
||||||
: device{device}, scheduler{scheduler}, fixed_state{key.fixed_state}, hash{key.Hash()},
|
: device{device}, scheduler{scheduler}, hash{key.Hash()}, cache_key{key},
|
||||||
descriptor_set_layout{CreateDescriptorSetLayout(bindings)},
|
descriptor_set_layout{CreateDescriptorSetLayout(bindings)},
|
||||||
descriptor_allocator{descriptor_pool, *descriptor_set_layout},
|
descriptor_allocator{descriptor_pool, *descriptor_set_layout},
|
||||||
update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
|
update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
|
||||||
descriptor_template{CreateDescriptorUpdateTemplate(program)}, modules{CreateShaderModules(
|
descriptor_template{CreateDescriptorUpdateTemplate(program)}, modules{CreateShaderModules(
|
||||||
program)},
|
program)},
|
||||||
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)},
|
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)}, pipeline{CreatePipeline(
|
||||||
pipeline{CreatePipeline(key.renderpass_params, program)}, m_key{key} {}
|
key.renderpass_params,
|
||||||
|
program)} {}
|
||||||
|
|
||||||
VKGraphicsPipeline::~VKGraphicsPipeline() = default;
|
VKGraphicsPipeline::~VKGraphicsPipeline() = default;
|
||||||
|
|
||||||
|
@ -180,7 +181,7 @@ std::vector<vk::ShaderModule> VKGraphicsPipeline::CreateShaderModules(
|
||||||
|
|
||||||
vk::Pipeline VKGraphicsPipeline::CreatePipeline(const RenderPassParams& renderpass_params,
|
vk::Pipeline VKGraphicsPipeline::CreatePipeline(const RenderPassParams& renderpass_params,
|
||||||
const SPIRVProgram& program) const {
|
const SPIRVProgram& program) const {
|
||||||
const auto& state = fixed_state;
|
const auto& state = cache_key.fixed_state;
|
||||||
const auto& viewport_swizzles = state.viewport_swizzles;
|
const auto& viewport_swizzles = state.viewport_swizzles;
|
||||||
|
|
||||||
FixedPipelineState::DynamicState dynamic;
|
FixedPipelineState::DynamicState dynamic;
|
||||||
|
|
|
@ -19,7 +19,27 @@ namespace Vulkan {
|
||||||
|
|
||||||
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
||||||
|
|
||||||
struct GraphicsPipelineCacheKey;
|
struct GraphicsPipelineCacheKey {
|
||||||
|
RenderPassParams renderpass_params;
|
||||||
|
u32 padding;
|
||||||
|
std::array<GPUVAddr, Maxwell::MaxShaderProgram> shaders;
|
||||||
|
FixedPipelineState fixed_state;
|
||||||
|
|
||||||
|
std::size_t Hash() const noexcept;
|
||||||
|
|
||||||
|
bool operator==(const GraphicsPipelineCacheKey& rhs) const noexcept;
|
||||||
|
|
||||||
|
bool operator!=(const GraphicsPipelineCacheKey& rhs) const noexcept {
|
||||||
|
return !operator==(rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::size_t Size() const noexcept {
|
||||||
|
return sizeof(renderpass_params) + sizeof(padding) + sizeof(shaders) + fixed_state.Size();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
static_assert(std::has_unique_object_representations_v<GraphicsPipelineCacheKey>);
|
||||||
|
static_assert(std::is_trivially_copyable_v<GraphicsPipelineCacheKey>);
|
||||||
|
static_assert(std::is_trivially_constructible_v<GraphicsPipelineCacheKey>);
|
||||||
|
|
||||||
class VKDescriptorPool;
|
class VKDescriptorPool;
|
||||||
class VKDevice;
|
class VKDevice;
|
||||||
|
@ -54,8 +74,8 @@ public:
|
||||||
return renderpass;
|
return renderpass;
|
||||||
}
|
}
|
||||||
|
|
||||||
const GraphicsPipelineCacheKey& GetCacheKey() const {
|
GraphicsPipelineCacheKey GetCacheKey() const {
|
||||||
return m_key;
|
return cache_key;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -74,8 +94,8 @@ private:
|
||||||
|
|
||||||
const VKDevice& device;
|
const VKDevice& device;
|
||||||
VKScheduler& scheduler;
|
VKScheduler& scheduler;
|
||||||
const FixedPipelineState fixed_state;
|
|
||||||
const u64 hash;
|
const u64 hash;
|
||||||
|
GraphicsPipelineCacheKey cache_key;
|
||||||
|
|
||||||
vk::DescriptorSetLayout descriptor_set_layout;
|
vk::DescriptorSetLayout descriptor_set_layout;
|
||||||
DescriptorAllocator descriptor_allocator;
|
DescriptorAllocator descriptor_allocator;
|
||||||
|
@ -86,8 +106,6 @@ private:
|
||||||
|
|
||||||
VkRenderPass renderpass;
|
VkRenderPass renderpass;
|
||||||
vk::Pipeline pipeline;
|
vk::Pipeline pipeline;
|
||||||
|
|
||||||
const GraphicsPipelineCacheKey& m_key;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Vulkan
|
} // namespace Vulkan
|
||||||
|
|
|
@ -28,6 +28,7 @@
|
||||||
#include "video_core/shader/compiler_settings.h"
|
#include "video_core/shader/compiler_settings.h"
|
||||||
#include "video_core/shader/memory_util.h"
|
#include "video_core/shader/memory_util.h"
|
||||||
#include "video_core/shader_cache.h"
|
#include "video_core/shader_cache.h"
|
||||||
|
#include "video_core/shader_notify.h"
|
||||||
|
|
||||||
namespace Vulkan {
|
namespace Vulkan {
|
||||||
|
|
||||||
|
@ -214,27 +215,31 @@ VKGraphicsPipeline* VKPipelineCache::GetGraphicsPipeline(
|
||||||
}
|
}
|
||||||
last_graphics_key = key;
|
last_graphics_key = key;
|
||||||
|
|
||||||
if (device.UseAsynchronousShaders()) {
|
if (device.UseAsynchronousShaders() && async_shaders.IsShaderAsync(system.GPU())) {
|
||||||
std::unique_lock lock{pipeline_cache};
|
std::unique_lock lock{pipeline_cache};
|
||||||
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
||||||
if (is_cache_miss) {
|
if (is_cache_miss) {
|
||||||
|
system.GPU().ShaderNotify().MarkSharderBuilding();
|
||||||
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
|
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
|
||||||
const auto [program, bindings] = DecompileShaders(key.fixed_state);
|
const auto [program, bindings] = DecompileShaders(key.fixed_state);
|
||||||
async_shaders.QueueVulkanShader(this, bindings, program, key.renderpass_params,
|
async_shaders.QueueVulkanShader(this, device, scheduler, descriptor_pool,
|
||||||
key.padding, key.shaders, key.fixed_state);
|
update_descriptor_queue, renderpass_cache, bindings,
|
||||||
|
program, key);
|
||||||
}
|
}
|
||||||
last_graphics_pipeline = graphics_cache.at(key).get();
|
last_graphics_pipeline = pair->second.get();
|
||||||
return last_graphics_pipeline;
|
return last_graphics_pipeline;
|
||||||
}
|
}
|
||||||
|
|
||||||
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
||||||
auto& entry = pair->second;
|
auto& entry = pair->second;
|
||||||
if (is_cache_miss) {
|
if (is_cache_miss) {
|
||||||
|
system.GPU().ShaderNotify().MarkSharderBuilding();
|
||||||
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
|
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
|
||||||
const auto [program, bindings] = DecompileShaders(key.fixed_state);
|
const auto [program, bindings] = DecompileShaders(key.fixed_state);
|
||||||
entry = std::make_unique<VKGraphicsPipeline>(device, scheduler, descriptor_pool,
|
entry = std::make_unique<VKGraphicsPipeline>(device, scheduler, descriptor_pool,
|
||||||
update_descriptor_queue, renderpass_cache, key,
|
update_descriptor_queue, renderpass_cache, key,
|
||||||
bindings, program);
|
bindings, program);
|
||||||
|
system.GPU().ShaderNotify().MarkShaderComplete();
|
||||||
}
|
}
|
||||||
last_graphics_pipeline = entry.get();
|
last_graphics_pipeline = entry.get();
|
||||||
return last_graphics_pipeline;
|
return last_graphics_pipeline;
|
||||||
|
@ -294,14 +299,8 @@ VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCach
|
||||||
|
|
||||||
void VKPipelineCache::EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline) {
|
void VKPipelineCache::EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline) {
|
||||||
std::unique_lock lock{pipeline_cache};
|
std::unique_lock lock{pipeline_cache};
|
||||||
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(pipeline->GetCacheKey());
|
graphics_cache.at(pipeline->GetCacheKey()) = std::move(pipeline);
|
||||||
auto& entry = pair->second;
|
system.GPU().ShaderNotify().MarkShaderComplete();
|
||||||
if (entry) {
|
|
||||||
LOG_INFO(Render_Vulkan, "Pipeline already here 0x{:016X}", pipeline->GetCacheKey().Hash());
|
|
||||||
duplicates.push_back(std::move(pipeline));
|
|
||||||
} else {
|
|
||||||
entry = std::move(pipeline);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void VKPipelineCache::OnShaderRemoval(Shader* shader) {
|
void VKPipelineCache::OnShaderRemoval(Shader* shader) {
|
||||||
|
|
|
@ -44,28 +44,6 @@ class VKUpdateDescriptorQueue;
|
||||||
|
|
||||||
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
||||||
|
|
||||||
struct GraphicsPipelineCacheKey {
|
|
||||||
RenderPassParams renderpass_params;
|
|
||||||
u32 padding;
|
|
||||||
std::array<GPUVAddr, Maxwell::MaxShaderProgram> shaders;
|
|
||||||
FixedPipelineState fixed_state;
|
|
||||||
|
|
||||||
std::size_t Hash() const noexcept;
|
|
||||||
|
|
||||||
bool operator==(const GraphicsPipelineCacheKey& rhs) const noexcept;
|
|
||||||
|
|
||||||
bool operator!=(const GraphicsPipelineCacheKey& rhs) const noexcept {
|
|
||||||
return !operator==(rhs);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::size_t Size() const noexcept {
|
|
||||||
return sizeof(renderpass_params) + sizeof(padding) + sizeof(shaders) + fixed_state.Size();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
static_assert(std::has_unique_object_representations_v<GraphicsPipelineCacheKey>);
|
|
||||||
static_assert(std::is_trivially_copyable_v<GraphicsPipelineCacheKey>);
|
|
||||||
static_assert(std::is_trivially_constructible_v<GraphicsPipelineCacheKey>);
|
|
||||||
|
|
||||||
struct ComputePipelineCacheKey {
|
struct ComputePipelineCacheKey {
|
||||||
GPUVAddr shader;
|
GPUVAddr shader;
|
||||||
u32 shared_memory_size;
|
u32 shared_memory_size;
|
||||||
|
@ -158,41 +136,6 @@ public:
|
||||||
|
|
||||||
VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
|
VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
|
||||||
|
|
||||||
const VKDevice& GetDevice() const {
|
|
||||||
return device;
|
|
||||||
}
|
|
||||||
|
|
||||||
VKScheduler& GetScheduler() {
|
|
||||||
return scheduler;
|
|
||||||
}
|
|
||||||
const VKScheduler& GetScheduler() const {
|
|
||||||
return scheduler;
|
|
||||||
}
|
|
||||||
|
|
||||||
VKDescriptorPool& GetDescriptorPool() {
|
|
||||||
return descriptor_pool;
|
|
||||||
}
|
|
||||||
|
|
||||||
const VKDescriptorPool& GetDescriptorPool() const {
|
|
||||||
return descriptor_pool;
|
|
||||||
}
|
|
||||||
|
|
||||||
VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
|
|
||||||
return update_descriptor_queue;
|
|
||||||
}
|
|
||||||
|
|
||||||
const VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() const {
|
|
||||||
return update_descriptor_queue;
|
|
||||||
}
|
|
||||||
|
|
||||||
VKRenderPassCache& GetRenderpassCache() {
|
|
||||||
return renderpass_cache;
|
|
||||||
}
|
|
||||||
|
|
||||||
const VKRenderPassCache& GetRenderpassCache() const {
|
|
||||||
return renderpass_cache;
|
|
||||||
}
|
|
||||||
|
|
||||||
void EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline);
|
void EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
@ -216,7 +159,6 @@ private:
|
||||||
|
|
||||||
GraphicsPipelineCacheKey last_graphics_key;
|
GraphicsPipelineCacheKey last_graphics_key;
|
||||||
VKGraphicsPipeline* last_graphics_pipeline = nullptr;
|
VKGraphicsPipeline* last_graphics_pipeline = nullptr;
|
||||||
std::vector<std::unique_ptr<VKGraphicsPipeline>> duplicates;
|
|
||||||
|
|
||||||
std::mutex pipeline_cache;
|
std::mutex pipeline_cache;
|
||||||
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>
|
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>
|
||||||
|
|
|
@ -14,6 +14,7 @@
|
||||||
#include "common/assert.h"
|
#include "common/assert.h"
|
||||||
#include "common/logging/log.h"
|
#include "common/logging/log.h"
|
||||||
#include "common/microprofile.h"
|
#include "common/microprofile.h"
|
||||||
|
#include "common/scope_exit.h"
|
||||||
#include "core/core.h"
|
#include "core/core.h"
|
||||||
#include "core/settings.h"
|
#include "core/settings.h"
|
||||||
#include "video_core/engines/kepler_compute.h"
|
#include "video_core/engines/kepler_compute.h"
|
||||||
|
@ -408,15 +409,10 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
|
||||||
|
|
||||||
// Max worker threads we should allow
|
// Max worker threads we should allow
|
||||||
constexpr u32 MAX_THREADS = 4;
|
constexpr u32 MAX_THREADS = 4;
|
||||||
// Amount of threads we should reserve for other parts of yuzu
|
// Deduce how many threads we can use
|
||||||
constexpr u32 RESERVED_THREADS = 6;
|
const auto threads_used = std::thread::hardware_concurrency() / 4;
|
||||||
// Get the amount of threads we can use(this can return zero)
|
|
||||||
const auto cpu_thread_count =
|
|
||||||
std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
|
|
||||||
// Deduce how many "extra" threads we have to use.
|
|
||||||
const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
|
|
||||||
// Always allow at least 1 thread regardless of our settings
|
// Always allow at least 1 thread regardless of our settings
|
||||||
const auto max_worker_count = std::max(1u, max_threads_unused);
|
const auto max_worker_count = std::max(1U, threads_used);
|
||||||
// Don't use more than MAX_THREADS
|
// Don't use more than MAX_THREADS
|
||||||
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
|
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
|
||||||
async_shaders.AllocateWorkers(worker_count);
|
async_shaders.AllocateWorkers(worker_count);
|
||||||
|
@ -432,6 +428,8 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
||||||
|
|
||||||
query_cache.UpdateCounters();
|
query_cache.UpdateCounters();
|
||||||
|
|
||||||
|
SCOPE_EXIT({ system.GPU().TickWork(); });
|
||||||
|
|
||||||
const auto& gpu = system.GPU().Maxwell3D();
|
const auto& gpu = system.GPU().Maxwell3D();
|
||||||
GraphicsPipelineCacheKey key;
|
GraphicsPipelineCacheKey key;
|
||||||
key.fixed_state.Fill(gpu.regs, device.IsExtExtendedDynamicStateSupported());
|
key.fixed_state.Fill(gpu.regs, device.IsExtExtendedDynamicStateSupported());
|
||||||
|
@ -458,10 +456,9 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
||||||
key.renderpass_params = GetRenderPassParams(texceptions);
|
key.renderpass_params = GetRenderPassParams(texceptions);
|
||||||
key.padding = 0;
|
key.padding = 0;
|
||||||
|
|
||||||
auto pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
|
auto* pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
|
||||||
if (pipeline == nullptr || pipeline->GetHandle() == VK_NULL_HANDLE) {
|
if (pipeline == nullptr || pipeline->GetHandle() == VK_NULL_HANDLE) {
|
||||||
// Async graphics pipeline was not ready.
|
// Async graphics pipeline was not ready.
|
||||||
system.GPU().TickWork();
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -488,8 +485,6 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
||||||
});
|
});
|
||||||
|
|
||||||
EndTransformFeedback();
|
EndTransformFeedback();
|
||||||
|
|
||||||
system.GPU().TickWork();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerVulkan::Clear() {
|
void RasterizerVulkan::Clear() {
|
||||||
|
|
|
@ -2,7 +2,6 @@
|
||||||
// Licensed under GPLv2 or any later version
|
// Licensed under GPLv2 or any later version
|
||||||
// Refer to the license.txt file included.
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
#include <chrono>
|
|
||||||
#include <condition_variable>
|
#include <condition_variable>
|
||||||
#include <mutex>
|
#include <mutex>
|
||||||
#include <thread>
|
#include <thread>
|
||||||
|
@ -111,38 +110,44 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
|
||||||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||||
const VideoCommon::Shader::Registry& registry,
|
const VideoCommon::Shader::Registry& registry,
|
||||||
VAddr cpu_addr) {
|
VAddr cpu_addr) {
|
||||||
auto params = std::make_unique<WorkerParams>();
|
WorkerParams params{
|
||||||
params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
|
.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
|
||||||
params->device = &device;
|
.device = &device,
|
||||||
params->shader_type = shader_type;
|
.shader_type = shader_type,
|
||||||
params->uid = uid;
|
.uid = uid,
|
||||||
params->code = std::move(code);
|
.code = std::move(code),
|
||||||
params->code_b = std::move(code_b);
|
.code_b = std::move(code_b),
|
||||||
params->main_offset = main_offset;
|
.main_offset = main_offset,
|
||||||
params->compiler_settings = compiler_settings;
|
.compiler_settings = compiler_settings,
|
||||||
params->registry = ®istry;
|
.registry = ®istry,
|
||||||
params->cpu_address = cpu_addr;
|
.cpu_address = cpu_addr,
|
||||||
|
};
|
||||||
std::unique_lock lock(queue_mutex);
|
std::unique_lock lock(queue_mutex);
|
||||||
pending_queue.push(std::move(params));
|
pending_queue.push(std::move(params));
|
||||||
cv.notify_one();
|
cv.notify_one();
|
||||||
}
|
}
|
||||||
|
|
||||||
void AsyncShaders::QueueVulkanShader(
|
void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
|
||||||
Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings,
|
const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
|
||||||
Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding,
|
Vulkan::VKDescriptorPool& descriptor_pool,
|
||||||
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
|
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
|
||||||
Vulkan::FixedPipelineState fixed_state) {
|
Vulkan::VKRenderPassCache& renderpass_cache,
|
||||||
|
std::vector<VkDescriptorSetLayoutBinding> bindings,
|
||||||
|
Vulkan::SPIRVProgram program,
|
||||||
|
Vulkan::GraphicsPipelineCacheKey key) {
|
||||||
|
|
||||||
auto params = std::make_unique<WorkerParams>();
|
WorkerParams params{
|
||||||
|
.backend = Backend::Vulkan,
|
||||||
params->backend = Backend::Vulkan;
|
.pp_cache = pp_cache,
|
||||||
params->pp_cache = pp_cache;
|
.vk_device = &device,
|
||||||
params->bindings = bindings;
|
.scheduler = &scheduler,
|
||||||
params->program = program;
|
.descriptor_pool = &descriptor_pool,
|
||||||
params->renderpass_params = renderpass_params;
|
.update_descriptor_queue = &update_descriptor_queue,
|
||||||
params->padding = padding;
|
.renderpass_cache = &renderpass_cache,
|
||||||
params->shaders = shaders;
|
.bindings = bindings,
|
||||||
params->fixed_state = fixed_state;
|
.program = program,
|
||||||
|
.key = key,
|
||||||
|
};
|
||||||
|
|
||||||
std::unique_lock lock(queue_mutex);
|
std::unique_lock lock(queue_mutex);
|
||||||
pending_queue.push(std::move(params));
|
pending_queue.push(std::move(params));
|
||||||
|
@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader(
|
||||||
}
|
}
|
||||||
|
|
||||||
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
|
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
|
||||||
using namespace std::chrono_literals;
|
|
||||||
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
|
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
|
||||||
std::unique_lock lock{queue_mutex};
|
std::unique_lock lock{queue_mutex};
|
||||||
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
|
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
|
||||||
|
@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
|
||||||
}
|
}
|
||||||
|
|
||||||
// Pull work from queue
|
// Pull work from queue
|
||||||
auto work = std::move(pending_queue.front());
|
WorkerParams work = std::move(pending_queue.front());
|
||||||
pending_queue.pop();
|
pending_queue.pop();
|
||||||
lock.unlock();
|
lock.unlock();
|
||||||
|
|
||||||
if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
|
if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
|
||||||
VideoCommon::Shader::Registry registry = *work->registry;
|
VideoCommon::Shader::Registry registry = *work.registry;
|
||||||
const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry);
|
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
|
||||||
const auto scope = context->Acquire();
|
const auto scope = context->Acquire();
|
||||||
auto program =
|
auto program =
|
||||||
OpenGL::BuildShader(*work->device, work->shader_type, work->uid, ir, registry);
|
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
|
||||||
Result result{};
|
Result result{};
|
||||||
result.backend = work->backend;
|
result.backend = work.backend;
|
||||||
result.cpu_address = work->cpu_address;
|
result.cpu_address = work.cpu_address;
|
||||||
result.uid = work->uid;
|
result.uid = work.uid;
|
||||||
result.code = std::move(work->code);
|
result.code = std::move(work.code);
|
||||||
result.code_b = std::move(work->code_b);
|
result.code_b = std::move(work.code_b);
|
||||||
result.shader_type = work->shader_type;
|
result.shader_type = work.shader_type;
|
||||||
|
|
||||||
if (work->backend == Backend::OpenGL) {
|
if (work.backend == Backend::OpenGL) {
|
||||||
result.program.opengl = std::move(program->source_program);
|
result.program.opengl = std::move(program->source_program);
|
||||||
} else if (work->backend == Backend::GLASM) {
|
} else if (work.backend == Backend::GLASM) {
|
||||||
result.program.glasm = std::move(program->assembly_program);
|
result.program.glasm = std::move(program->assembly_program);
|
||||||
}
|
}
|
||||||
work.reset();
|
|
||||||
|
|
||||||
{
|
{
|
||||||
std::unique_lock complete_lock(completed_mutex);
|
std::unique_lock complete_lock(completed_mutex);
|
||||||
finished_work.push_back(std::move(result));
|
finished_work.push_back(std::move(result));
|
||||||
}
|
}
|
||||||
} else if (work->backend == Backend::Vulkan) {
|
} else if (work.backend == Backend::Vulkan) {
|
||||||
Vulkan::GraphicsPipelineCacheKey params_key{
|
|
||||||
.renderpass_params = work->renderpass_params,
|
|
||||||
.padding = work->padding,
|
|
||||||
.shaders = work->shaders,
|
|
||||||
.fixed_state = work->fixed_state,
|
|
||||||
};
|
|
||||||
|
|
||||||
auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
|
auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
|
||||||
work->pp_cache->GetDevice(), work->pp_cache->GetScheduler(),
|
*work.vk_device, *work.scheduler, *work.descriptor_pool,
|
||||||
work->pp_cache->GetDescriptorPool(), work->pp_cache->GetUpdateDescriptorQueue(),
|
*work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
|
||||||
work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program);
|
work.program);
|
||||||
|
|
||||||
work->pp_cache->EmplacePipeline(std::move(pipeline));
|
work.pp_cache->EmplacePipeline(std::move(pipeline));
|
||||||
work.reset();
|
|
||||||
}
|
}
|
||||||
// Give a chance for another thread to get work.
|
|
||||||
std::this_thread::yield();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -86,12 +86,13 @@ public:
|
||||||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||||
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
|
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
|
||||||
|
|
||||||
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
|
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device,
|
||||||
|
Vulkan::VKScheduler& scheduler,
|
||||||
|
Vulkan::VKDescriptorPool& descriptor_pool,
|
||||||
|
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
|
||||||
|
Vulkan::VKRenderPassCache& renderpass_cache,
|
||||||
std::vector<VkDescriptorSetLayoutBinding> bindings,
|
std::vector<VkDescriptorSetLayoutBinding> bindings,
|
||||||
Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params,
|
Vulkan::SPIRVProgram program, Vulkan::GraphicsPipelineCacheKey key);
|
||||||
u32 padding,
|
|
||||||
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
|
|
||||||
Vulkan::FixedPipelineState fixed_state);
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
|
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
|
||||||
|
@ -114,12 +115,14 @@ private:
|
||||||
|
|
||||||
// For Vulkan
|
// For Vulkan
|
||||||
Vulkan::VKPipelineCache* pp_cache;
|
Vulkan::VKPipelineCache* pp_cache;
|
||||||
|
const Vulkan::VKDevice* vk_device;
|
||||||
|
Vulkan::VKScheduler* scheduler;
|
||||||
|
Vulkan::VKDescriptorPool* descriptor_pool;
|
||||||
|
Vulkan::VKUpdateDescriptorQueue* update_descriptor_queue;
|
||||||
|
Vulkan::VKRenderPassCache* renderpass_cache;
|
||||||
std::vector<VkDescriptorSetLayoutBinding> bindings;
|
std::vector<VkDescriptorSetLayoutBinding> bindings;
|
||||||
Vulkan::SPIRVProgram program;
|
Vulkan::SPIRVProgram program;
|
||||||
Vulkan::RenderPassParams renderpass_params;
|
Vulkan::GraphicsPipelineCacheKey key;
|
||||||
u32 padding;
|
|
||||||
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders;
|
|
||||||
Vulkan::FixedPipelineState fixed_state;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
std::condition_variable cv;
|
std::condition_variable cv;
|
||||||
|
@ -128,7 +131,7 @@ private:
|
||||||
std::atomic<bool> is_thread_exiting{};
|
std::atomic<bool> is_thread_exiting{};
|
||||||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
||||||
std::vector<std::thread> worker_threads;
|
std::vector<std::thread> worker_threads;
|
||||||
std::queue<std::unique_ptr<WorkerParams>> pending_queue;
|
std::queue<WorkerParams> pending_queue;
|
||||||
std::vector<AsyncShaders::Result> finished_work;
|
std::vector<AsyncShaders::Result> finished_work;
|
||||||
Core::Frontend::EmuWindow& emu_window;
|
Core::Frontend::EmuWindow& emu_window;
|
||||||
};
|
};
|
||||||
|
|
|
@ -92,7 +92,7 @@
|
||||||
<string>Enables asynchronous shader compilation, which may reduce shader stutter. This feature is experimental.</string>
|
<string>Enables asynchronous shader compilation, which may reduce shader stutter. This feature is experimental.</string>
|
||||||
</property>
|
</property>
|
||||||
<property name="text">
|
<property name="text">
|
||||||
<string>Use asynchronous shader building (experimental, OpenGL or Assembly shaders only)</string>
|
<string>Use asynchronous shader building (experimental)</string>
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
|
|
Reference in New Issue