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				https://git.h3cjp.net/H3cJP/citra.git
				synced 2025-11-04 09:05:08 +00:00 
			
		
		
		
	Address feedback, add shader compile notifier, update setting text
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				| 
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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),
 | 
			
		||||
        .main_offset = main_offset,
 | 
			
		||||
        .compiler_settings = compiler_settings,
 | 
			
		||||
        .registry = ®istry,
 | 
			
		||||
        .cpu_address = cpu_addr,
 | 
			
		||||
    };
 | 
			
		||||
    std::unique_lock lock(queue_mutex);
 | 
			
		||||
    pending_queue.push(std::move(params));
 | 
			
		||||
    cv.notify_one();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AsyncShaders::QueueVulkanShader(
 | 
			
		||||
    Vulkan::VKPipelineCache* pp_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) {
 | 
			
		||||
void AsyncShaders::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::GraphicsPipelineCacheKey key) {
 | 
			
		||||
 | 
			
		||||
    auto params = std::make_unique<WorkerParams>();
 | 
			
		||||
 | 
			
		||||
    params->backend = Backend::Vulkan;
 | 
			
		||||
    params->pp_cache = pp_cache;
 | 
			
		||||
    params->bindings = bindings;
 | 
			
		||||
    params->program = program;
 | 
			
		||||
    params->renderpass_params = renderpass_params;
 | 
			
		||||
    params->padding = padding;
 | 
			
		||||
    params->shaders = shaders;
 | 
			
		||||
    params->fixed_state = fixed_state;
 | 
			
		||||
    WorkerParams params{
 | 
			
		||||
        .backend = Backend::Vulkan,
 | 
			
		||||
        .pp_cache = pp_cache,
 | 
			
		||||
        .vk_device = &device,
 | 
			
		||||
        .scheduler = &scheduler,
 | 
			
		||||
        .descriptor_pool = &descriptor_pool,
 | 
			
		||||
        .update_descriptor_queue = &update_descriptor_queue,
 | 
			
		||||
        .renderpass_cache = &renderpass_cache,
 | 
			
		||||
        .bindings = bindings,
 | 
			
		||||
        .program = program,
 | 
			
		||||
        .key = key,
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    std::unique_lock lock(queue_mutex);
 | 
			
		||||
    pending_queue.push(std::move(params));
 | 
			
		||||
| 
						 | 
				
			
			@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader(
 | 
			
		|||
}
 | 
			
		||||
 | 
			
		||||
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
 | 
			
		||||
    using namespace std::chrono_literals;
 | 
			
		||||
    while (!is_thread_exiting.load(std::memory_order_relaxed)) {
 | 
			
		||||
        std::unique_lock lock{queue_mutex};
 | 
			
		||||
        cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
 | 
			
		||||
| 
						 | 
				
			
			@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
 | 
			
		|||
        }
 | 
			
		||||
 | 
			
		||||
        // Pull work from queue
 | 
			
		||||
        auto work = std::move(pending_queue.front());
 | 
			
		||||
        WorkerParams work = std::move(pending_queue.front());
 | 
			
		||||
        pending_queue.pop();
 | 
			
		||||
        lock.unlock();
 | 
			
		||||
 | 
			
		||||
        if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
 | 
			
		||||
            VideoCommon::Shader::Registry registry = *work->registry;
 | 
			
		||||
            const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry);
 | 
			
		||||
        if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
 | 
			
		||||
            VideoCommon::Shader::Registry registry = *work.registry;
 | 
			
		||||
            const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
 | 
			
		||||
            const auto scope = context->Acquire();
 | 
			
		||||
            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.backend = work->backend;
 | 
			
		||||
            result.cpu_address = work->cpu_address;
 | 
			
		||||
            result.uid = work->uid;
 | 
			
		||||
            result.code = std::move(work->code);
 | 
			
		||||
            result.code_b = std::move(work->code_b);
 | 
			
		||||
            result.shader_type = work->shader_type;
 | 
			
		||||
            result.backend = work.backend;
 | 
			
		||||
            result.cpu_address = work.cpu_address;
 | 
			
		||||
            result.uid = work.uid;
 | 
			
		||||
            result.code = std::move(work.code);
 | 
			
		||||
            result.code_b = std::move(work.code_b);
 | 
			
		||||
            result.shader_type = work.shader_type;
 | 
			
		||||
 | 
			
		||||
            if (work->backend == Backend::OpenGL) {
 | 
			
		||||
            if (work.backend == Backend::OpenGL) {
 | 
			
		||||
                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);
 | 
			
		||||
            }
 | 
			
		||||
            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>
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in a new issue