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