Merge pull request #10916 from ameerj/lolmem
OpenGL: Add Local Memory warmup shader for Nvidia
This commit is contained in:
commit
dafbc86366
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@ -461,7 +461,7 @@ std::string EmitGLASM(const Profile& profile, const RuntimeInfo& runtime_info, I
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header += fmt::format("R{},", index);
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}
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if (program.local_memory_size > 0) {
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header += fmt::format("lmem[{}],", program.local_memory_size);
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header += fmt::format("lmem[{}],", Common::DivCeil(program.local_memory_size, 4U));
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}
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if (program.info.uses_fswzadd) {
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header += "FSWZA[4],FSWZB[4],";
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@ -424,6 +424,10 @@ void VisitUsages(Info& info, IR::Inst& inst) {
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info.used_constant_buffer_types |= IR::Type::U32 | IR::Type::U32x2;
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info.used_storage_buffer_types |= IR::Type::U32 | IR::Type::U32x2 | IR::Type::U32x4;
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break;
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case IR::Opcode::LoadLocal:
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case IR::Opcode::WriteLocal:
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info.uses_local_memory = true;
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break;
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default:
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break;
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}
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@ -172,6 +172,7 @@ struct Info {
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bool stores_indexed_attributes{};
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bool stores_global_memory{};
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bool uses_local_memory{};
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bool uses_fp16{};
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bool uses_fp64{};
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@ -33,6 +33,7 @@ set(SHADER_FILES
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opengl_fidelityfx_fsr.frag
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opengl_fidelityfx_fsr_easu.frag
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opengl_fidelityfx_fsr_rcas.frag
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opengl_lmem_warmup.comp
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opengl_present.frag
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opengl_present.vert
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opengl_present_scaleforce.frag
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@ -0,0 +1,47 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// This shader is a workaround for a quirk in NVIDIA OpenGL drivers
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// Shaders using local memory see a great performance benefit if a shader that was dispatched
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// before it had more local memory allocated.
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// This shader allocates the maximum local memory allowed on NVIDIA drivers to ensure that
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// subsequent shaders see the performance boost.
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// NOTE: This shader does no actual meaningful work and returns immediately,
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// it is simply a means to have the driver expect a shader using lots of local memory.
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#version 450
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(location = 0) uniform uint uniform_data;
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layout(binding = 0, rgba8) uniform writeonly restrict image2DArray dest_image;
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#define MAX_LMEM_SIZE 4080 // Size chosen to avoid errors in Nvidia's GLSL compiler
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#define NUM_LMEM_CONSTANTS 1
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#define ARRAY_SIZE MAX_LMEM_SIZE - NUM_LMEM_CONSTANTS
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uint lmem_0[ARRAY_SIZE];
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const uvec4 constant_values[NUM_LMEM_CONSTANTS] = uvec4[](uvec4(0));
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void main() {
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const uint global_id = gl_GlobalInvocationID.x;
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if (global_id <= 128) {
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// Since the shader is called with a dispatch of 1x1x1
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// This should always be the case, and this shader will not actually execute
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return;
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}
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for (uint t = 0; t < uniform_data; t++) {
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const uint offset = (t * uniform_data);
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lmem_0[offset] = t;
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}
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const uint offset = (gl_GlobalInvocationID.y * uniform_data + gl_GlobalInvocationID.x);
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const uint value = lmem_0[offset];
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const uint const_value = constant_values[offset / 4][offset % 4];
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const uvec4 color = uvec4(value + const_value);
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// A "side-effect" is needed so the variables don't get optimized out,
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// but this should never execute so there should be no clobbering of previously bound state.
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imageStore(dest_image, ivec3(gl_GlobalInvocationID), color);
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}
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@ -63,6 +63,7 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
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writes_global_memory = !use_storage_buffers &&
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std::ranges::any_of(info.storage_buffers_descriptors,
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[](const auto& desc) { return desc.is_written; });
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uses_local_memory = info.uses_local_memory;
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if (force_context_flush) {
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std::scoped_lock lock{built_mutex};
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built_fence.Create();
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@ -59,6 +59,10 @@ public:
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return writes_global_memory;
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}
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[[nodiscard]] bool UsesLocalMemory() const noexcept {
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return uses_local_memory;
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}
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void SetEngine(Tegra::Engines::KeplerCompute* kepler_compute_,
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Tegra::MemoryManager* gpu_memory_) {
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kepler_compute = kepler_compute_;
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@ -84,6 +88,7 @@ private:
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bool use_storage_buffers{};
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bool writes_global_memory{};
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bool uses_local_memory{};
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std::mutex built_mutex;
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std::condition_variable built_condvar;
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@ -194,6 +194,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
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has_bool_ref_bug = true;
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}
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}
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has_lmem_perf_bug = is_nvidia;
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strict_context_required = emu_window.StrictContextRequired();
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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@ -192,6 +192,10 @@ public:
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return supports_conditional_barriers;
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}
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bool HasLmemPerfBug() const {
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return has_lmem_perf_bug;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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@ -238,6 +242,7 @@ private:
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bool can_report_memory{};
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bool strict_context_required{};
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bool supports_conditional_barriers{};
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bool has_lmem_perf_bug{};
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std::string vendor_name;
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};
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@ -215,6 +215,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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writes_global_memory |= std::ranges::any_of(
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info.storage_buffers_descriptors, [](const auto& desc) { return desc.is_written; });
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uses_local_memory |= info.uses_local_memory;
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}
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ASSERT(num_textures <= MAX_TEXTURES);
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ASSERT(num_images <= MAX_IMAGES);
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@ -98,6 +98,10 @@ public:
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return writes_global_memory;
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}
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[[nodiscard]] bool UsesLocalMemory() const noexcept {
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return uses_local_memory;
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}
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[[nodiscard]] bool IsBuilt() noexcept;
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template <typename Spec>
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@ -146,6 +150,7 @@ private:
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bool use_storage_buffers{};
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bool writes_global_memory{};
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bool uses_local_memory{};
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static constexpr std::size_t XFB_ENTRY_STRIDE = 3;
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GLsizei num_xfb_attribs{};
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@ -222,6 +222,9 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
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gpu.TickWork();
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std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
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if (pipeline->UsesLocalMemory()) {
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program_manager.LocalMemoryWarmup();
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}
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pipeline->SetEngine(maxwell3d, gpu_memory);
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pipeline->Configure(is_indexed);
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@ -371,6 +374,9 @@ void RasterizerOpenGL::DispatchCompute() {
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if (!pipeline) {
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return;
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}
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if (pipeline->UsesLocalMemory()) {
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program_manager.LocalMemoryWarmup();
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}
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pipeline->SetEngine(kepler_compute, gpu_memory);
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pipeline->Configure();
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const auto& qmd{kepler_compute->launch_description};
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@ -3,7 +3,9 @@
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#include <glad/glad.h>
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#include "video_core/host_shaders/opengl_lmem_warmup_comp.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL {
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@ -17,6 +19,10 @@ ProgramManager::ProgramManager(const Device& device) {
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if (device.UseAssemblyShaders()) {
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glEnable(GL_COMPUTE_PROGRAM_NV);
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}
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if (device.HasLmemPerfBug()) {
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lmem_warmup_program =
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CreateProgram(HostShaders::OPENGL_LMEM_WARMUP_COMP, GL_COMPUTE_SHADER);
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}
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}
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void ProgramManager::BindComputeProgram(GLuint program) {
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@ -98,6 +104,13 @@ void ProgramManager::BindAssemblyPrograms(std::span<const OGLAssemblyProgram, NU
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void ProgramManager::RestoreGuestCompute() {}
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void ProgramManager::LocalMemoryWarmup() {
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if (lmem_warmup_program.handle != 0) {
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BindComputeProgram(lmem_warmup_program.handle);
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glDispatchCompute(1, 1, 1);
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}
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}
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void ProgramManager::BindPipeline() {
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if (!is_pipeline_bound) {
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is_pipeline_bound = true;
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@ -30,6 +30,8 @@ public:
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void RestoreGuestCompute();
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void LocalMemoryWarmup();
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private:
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void BindPipeline();
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@ -44,6 +46,7 @@ private:
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u32 current_stage_mask = 0;
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std::array<GLuint, NUM_STAGES> current_programs{};
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GLuint current_assembly_compute_program = 0;
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OGLProgram lmem_warmup_program;
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};
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} // namespace OpenGL
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