gl_graphics_pipeline: Improve shader builder synchronization using fences (#7969)
* gl_graphics_pipeline: Improve shader builder synchronization Make use of GLsync objects to ensure better synchronization between shader builder threads and the main context * gl_graphics_pipeline: Make built_fence access threadsafe * gl_graphics_pipeline: Use GLsync objects only when building in parallel * gl_graphics_pipeline: Replace GetSync calls with non-blocking waits The spec states that a ClientWait on a Fence object ensures the changes propagate to the calling context
This commit is contained in:
parent
5192c64991
commit
370e480c8c
|
@ -243,10 +243,6 @@ GraphicsPipeline::GraphicsPipeline(
|
||||||
case Settings::ShaderBackend::GLASM:
|
case Settings::ShaderBackend::GLASM:
|
||||||
if (!sources[stage].empty()) {
|
if (!sources[stage].empty()) {
|
||||||
assembly_programs[stage] = CompileProgram(sources[stage], AssemblyStage(stage));
|
assembly_programs[stage] = CompileProgram(sources[stage], AssemblyStage(stage));
|
||||||
if (in_parallel) {
|
|
||||||
// Make sure program is built before continuing when building in parallel
|
|
||||||
glGetString(GL_PROGRAM_ERROR_STRING_NV);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case Settings::ShaderBackend::SPIRV:
|
case Settings::ShaderBackend::SPIRV:
|
||||||
|
@ -256,20 +252,18 @@ GraphicsPipeline::GraphicsPipeline(
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (in_parallel && backend != Settings::ShaderBackend::GLASM) {
|
if (in_parallel) {
|
||||||
// Make sure programs have built if we are building shaders in parallel
|
std::lock_guard lock{built_mutex};
|
||||||
for (OGLProgram& program : source_programs) {
|
built_fence.Create();
|
||||||
if (program.handle != 0) {
|
// Flush this context to ensure compilation commands and fence are in the GPU pipe.
|
||||||
GLint status{};
|
glFlush();
|
||||||
glGetProgramiv(program.handle, GL_LINK_STATUS, &status);
|
built_condvar.notify_one();
|
||||||
}
|
} else {
|
||||||
}
|
is_built = true;
|
||||||
}
|
}
|
||||||
if (shader_notify) {
|
if (shader_notify) {
|
||||||
shader_notify->MarkShaderComplete();
|
shader_notify->MarkShaderComplete();
|
||||||
}
|
}
|
||||||
is_built = true;
|
|
||||||
built_condvar.notify_one();
|
|
||||||
}};
|
}};
|
||||||
if (thread_worker) {
|
if (thread_worker) {
|
||||||
thread_worker->QueueWork(std::move(func));
|
thread_worker->QueueWork(std::move(func));
|
||||||
|
@ -440,7 +434,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
|
||||||
buffer_cache.UpdateGraphicsBuffers(is_indexed);
|
buffer_cache.UpdateGraphicsBuffers(is_indexed);
|
||||||
buffer_cache.BindHostGeometryBuffers(is_indexed);
|
buffer_cache.BindHostGeometryBuffers(is_indexed);
|
||||||
|
|
||||||
if (!is_built.load(std::memory_order::relaxed)) {
|
if (!IsBuilt()) {
|
||||||
WaitForBuild();
|
WaitForBuild();
|
||||||
}
|
}
|
||||||
const bool use_assembly{assembly_programs[0].handle != 0};
|
const bool use_assembly{assembly_programs[0].handle != 0};
|
||||||
|
@ -585,8 +579,26 @@ void GraphicsPipeline::GenerateTransformFeedbackState() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void GraphicsPipeline::WaitForBuild() {
|
void GraphicsPipeline::WaitForBuild() {
|
||||||
std::unique_lock lock{built_mutex};
|
if (built_fence.handle == 0) {
|
||||||
built_condvar.wait(lock, [this] { return is_built.load(std::memory_order::relaxed); });
|
std::unique_lock lock{built_mutex};
|
||||||
|
built_condvar.wait(lock, [this] { return built_fence.handle != 0; });
|
||||||
|
}
|
||||||
|
ASSERT(glClientWaitSync(built_fence.handle, 0, GL_TIMEOUT_IGNORED) != GL_WAIT_FAILED);
|
||||||
|
is_built = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool GraphicsPipeline::IsBuilt() noexcept {
|
||||||
|
if (is_built) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (built_fence.handle == 0) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// Timeout of zero means this is non-blocking
|
||||||
|
const auto sync_status = glClientWaitSync(built_fence.handle, 0, 0);
|
||||||
|
ASSERT(sync_status != GL_WAIT_FAILED);
|
||||||
|
is_built = sync_status != GL_TIMEOUT_EXPIRED;
|
||||||
|
return is_built;
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace OpenGL
|
} // namespace OpenGL
|
||||||
|
|
|
@ -100,9 +100,7 @@ public:
|
||||||
return writes_global_memory;
|
return writes_global_memory;
|
||||||
}
|
}
|
||||||
|
|
||||||
[[nodiscard]] bool IsBuilt() const noexcept {
|
[[nodiscard]] bool IsBuilt() noexcept;
|
||||||
return is_built.load(std::memory_order::relaxed);
|
|
||||||
}
|
|
||||||
|
|
||||||
template <typename Spec>
|
template <typename Spec>
|
||||||
static auto MakeConfigureSpecFunc() {
|
static auto MakeConfigureSpecFunc() {
|
||||||
|
@ -154,7 +152,8 @@ private:
|
||||||
|
|
||||||
std::mutex built_mutex;
|
std::mutex built_mutex;
|
||||||
std::condition_variable built_condvar;
|
std::condition_variable built_condvar;
|
||||||
std::atomic_bool is_built{false};
|
OGLSync built_fence{};
|
||||||
|
bool is_built{false};
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace OpenGL
|
} // namespace OpenGL
|
||||||
|
|
Loading…
Reference in New Issue