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OpenGL: Add Local Memory warmup shader

This commit is contained in:
ameerj 2023-06-25 18:43:23 -04:00
parent 3a991f3aef
commit 82107b33a2
5 changed files with 62 additions and 1 deletions

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@ -33,6 +33,7 @@ set(SHADER_FILES
opengl_fidelityfx_fsr.frag opengl_fidelityfx_fsr.frag
opengl_fidelityfx_fsr_easu.frag opengl_fidelityfx_fsr_easu.frag
opengl_fidelityfx_fsr_rcas.frag opengl_fidelityfx_fsr_rcas.frag
opengl_lmem_warmup.comp
opengl_present.frag opengl_present.frag
opengl_present.vert opengl_present.vert
opengl_present_scaleforce.frag opengl_present_scaleforce.frag

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@ -0,0 +1,47 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// This shader is a workaround for a quirk in NVIDIA OpenGL drivers
// Shaders using local memory see a great performance benefit if a shader that was dispatched
// before it had more local memory allocated.
// This shader allocates the maximum local memory allowed on NVIDIA drivers to ensure that
// subsequent shaders see the performance boost.
// NOTE: This shader does no actual meaningful work and returns immediately,
// it is simply a means to have the driver expect a shader using lots of local memory.
#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(location = 0) uniform uint uniform_data;
layout(binding = 0, rgba8) uniform writeonly restrict image2DArray dest_image;
#define MAX_LMEM_SIZE 4080 // Size chosen to avoid errors in Nvidia's GLSL compiler
#define NUM_LMEM_CONSTANTS 1
#define ARRAY_SIZE MAX_LMEM_SIZE - NUM_LMEM_CONSTANTS
uint lmem_0[ARRAY_SIZE];
const uvec4 constant_values[NUM_LMEM_CONSTANTS] = uvec4[](uvec4(0));
void main() {
const uint global_id = gl_GlobalInvocationID.x;
if (global_id <= 128) {
// Since the shader is called with a dispatch of 1x1x1
// This should always be the case, and this shader will not actually execute
return;
}
for (uint t = 0; t < uniform_data; t++) {
const uint offset = (t * uniform_data);
lmem_0[offset] = t;
}
const uint offset = (gl_GlobalInvocationID.y * uniform_data + gl_GlobalInvocationID.x);
const uint value = lmem_0[offset];
const uint const_value = constant_values[offset / 4][offset % 4];
const uvec4 color = uvec4(value + const_value);
// A "side-effect" is needed so the variables don't get optimized out,
// but this should never execute so there should be no clobbering of previously bound state.
imageStore(dest_image, ivec3(gl_GlobalInvocationID), color);
}

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@ -222,6 +222,7 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
gpu.TickWork(); gpu.TickWork();
std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex}; std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
program_manager.LocalMemoryWarmup();
pipeline->SetEngine(maxwell3d, gpu_memory); pipeline->SetEngine(maxwell3d, gpu_memory);
pipeline->Configure(is_indexed); pipeline->Configure(is_indexed);
@ -371,6 +372,7 @@ void RasterizerOpenGL::DispatchCompute() {
if (!pipeline) { if (!pipeline) {
return; return;
} }
program_manager.LocalMemoryWarmup();
pipeline->SetEngine(kepler_compute, gpu_memory); pipeline->SetEngine(kepler_compute, gpu_memory);
pipeline->Configure(); pipeline->Configure();
const auto& qmd{kepler_compute->launch_description}; const auto& qmd{kepler_compute->launch_description};

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@ -3,7 +3,9 @@
#include <glad/glad.h> #include <glad/glad.h>
#include "video_core/host_shaders/opengl_lmem_warmup_comp.h"
#include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
namespace OpenGL { namespace OpenGL {
@ -12,7 +14,8 @@ static constexpr std::array ASSEMBLY_PROGRAM_ENUMS{
GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV, GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV,
}; };
ProgramManager::ProgramManager(const Device& device) { ProgramManager::ProgramManager(const Device& device)
: lmem_warmup_program(CreateProgram(HostShaders::OPENGL_LMEM_WARMUP_COMP, GL_COMPUTE_SHADER)) {
glCreateProgramPipelines(1, &pipeline.handle); glCreateProgramPipelines(1, &pipeline.handle);
if (device.UseAssemblyShaders()) { if (device.UseAssemblyShaders()) {
glEnable(GL_COMPUTE_PROGRAM_NV); glEnable(GL_COMPUTE_PROGRAM_NV);
@ -98,6 +101,11 @@ void ProgramManager::BindAssemblyPrograms(std::span<const OGLAssemblyProgram, NU
void ProgramManager::RestoreGuestCompute() {} void ProgramManager::RestoreGuestCompute() {}
void ProgramManager::LocalMemoryWarmup() {
BindComputeProgram(lmem_warmup_program.handle);
glDispatchCompute(1, 1, 1);
}
void ProgramManager::BindPipeline() { void ProgramManager::BindPipeline() {
if (!is_pipeline_bound) { if (!is_pipeline_bound) {
is_pipeline_bound = true; is_pipeline_bound = true;

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@ -30,6 +30,8 @@ public:
void RestoreGuestCompute(); void RestoreGuestCompute();
void LocalMemoryWarmup();
private: private:
void BindPipeline(); void BindPipeline();
@ -44,6 +46,7 @@ private:
u32 current_stage_mask = 0; u32 current_stage_mask = 0;
std::array<GLuint, NUM_STAGES> current_programs{}; std::array<GLuint, NUM_STAGES> current_programs{};
GLuint current_assembly_compute_program = 0; GLuint current_assembly_compute_program = 0;
OGLProgram lmem_warmup_program;
}; };
} // namespace OpenGL } // namespace OpenGL