1
0
Fork 0
forked from eden-emu/eden
eden/src/video_core/shader/async_shaders.cpp
ReinUsesLisp 9764c13d6d video_core: Rewrite the texture cache
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.

This commit aims to address those issues.
2020-12-30 03:38:50 -03:00

215 lines
7.2 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <condition_variable>
#include <mutex>
#include <thread>
#include <vector>
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/shader/async_shaders.h"
namespace VideoCommon::Shader {
AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window_) : emu_window(emu_window_) {}
AsyncShaders::~AsyncShaders() {
KillWorkers();
}
void AsyncShaders::AllocateWorkers() {
// Use at least one thread
u32 num_workers = 1;
// Deduce how many more threads we can use
const u32 thread_count = std::thread::hardware_concurrency();
if (thread_count >= 8) {
// Increase async workers by 1 for every 2 threads >= 8
num_workers += 1 + (thread_count - 8) / 2;
}
// If we already have workers queued, ignore
if (num_workers == worker_threads.size()) {
return;
}
// If workers already exist, clear them
if (!worker_threads.empty()) {
FreeWorkers();
}
// Create workers
for (std::size_t i = 0; i < num_workers; i++) {
context_list.push_back(emu_window.CreateSharedContext());
worker_threads.emplace_back(&AsyncShaders::ShaderCompilerThread, this,
context_list[i].get());
}
}
void AsyncShaders::FreeWorkers() {
// Mark all threads to quit
is_thread_exiting.store(true);
cv.notify_all();
for (auto& thread : worker_threads) {
thread.join();
}
// Clear our shared contexts
context_list.clear();
// Clear our worker threads
worker_threads.clear();
}
void AsyncShaders::KillWorkers() {
is_thread_exiting.store(true);
for (auto& thread : worker_threads) {
thread.detach();
}
// Clear our shared contexts
context_list.clear();
// Clear our worker threads
worker_threads.clear();
}
bool AsyncShaders::HasWorkQueued() const {
return !pending_queue.empty();
}
bool AsyncShaders::HasCompletedWork() const {
std::shared_lock lock{completed_mutex};
return !finished_work.empty();
}
bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
const auto& regs = gpu.Maxwell3D().regs;
// If something is using depth, we can assume that games are not rendering anything which will
// be used one time.
if (regs.zeta_enable) {
return true;
}
// If games are using a small index count, we can assume these are full screen quads. Usually
// these shaders are only used once for building textures so we can assume they can't be built
// async
if (regs.index_array.count <= 6 || regs.vertex_buffer.count <= 6) {
return false;
}
return true;
}
std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
std::vector<Result> results;
{
std::unique_lock lock{completed_mutex};
results = std::move(finished_work);
finished_work.clear();
}
return results;
}
void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
Tegra::Engines::ShaderType shader_type, u64 uid,
std::vector<u64> code, std::vector<u64> code_b,
u32 main_offset, CompilerSettings compiler_settings,
const Registry& registry, VAddr cpu_addr) {
std::unique_lock lock(queue_mutex);
pending_queue.push({
.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
.device = &device,
.shader_type = shader_type,
.uid = uid,
.code = std::move(code),
.code_b = std::move(code_b),
.main_offset = main_offset,
.compiler_settings = compiler_settings,
.registry = registry,
.cpu_address = cpu_addr,
});
cv.notify_one();
}
void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
Vulkan::VKDescriptorPool& descriptor_pool,
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program,
Vulkan::GraphicsPipelineCacheKey key, u32 num_color_buffers) {
std::unique_lock lock(queue_mutex);
pending_queue.push({
.backend = Backend::Vulkan,
.pp_cache = pp_cache,
.vk_device = &device,
.scheduler = &scheduler,
.descriptor_pool = &descriptor_pool,
.update_descriptor_queue = &update_descriptor_queue,
.bindings = std::move(bindings),
.program = std::move(program),
.key = key,
.num_color_buffers = num_color_buffers,
});
cv.notify_one();
}
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
std::unique_lock lock{queue_mutex};
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
if (is_thread_exiting) {
return;
}
// Partial lock to allow all threads to read at the same time
if (!HasWorkQueued()) {
continue;
}
// Another thread beat us, just unlock and wait for the next load
if (pending_queue.empty()) {
continue;
}
// Pull work from queue
WorkerParams work = std::move(pending_queue.front());
pending_queue.pop();
lock.unlock();
if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, *work.registry);
const auto scope = context->Acquire();
auto program =
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, *work.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;
if (work.backend == Backend::OpenGL) {
result.program.opengl = std::move(program->source_program);
} else if (work.backend == Backend::GLASM) {
result.program.glasm = std::move(program->assembly_program);
}
{
std::unique_lock complete_lock(completed_mutex);
finished_work.push_back(std::move(result));
}
} else if (work.backend == Backend::Vulkan) {
auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
*work.vk_device, *work.scheduler, *work.descriptor_pool,
*work.update_descriptor_queue, work.key, work.bindings, work.program,
work.num_color_buffers);
work.pp_cache->EmplacePipeline(std::move(pipeline));
}
}
}
} // namespace VideoCommon::Shader