forked from suyu/suyu
Address feedback. Bruteforce delete duplicates
This commit is contained in:
parent
6ac97405df
commit
4539073ce1
7 changed files with 115 additions and 79 deletions
|
@ -54,7 +54,7 @@ public:
|
|||
return renderpass;
|
||||
}
|
||||
|
||||
const GraphicsPipelineCacheKey& GetCacheKey() {
|
||||
const GraphicsPipelineCacheKey& GetCacheKey() const {
|
||||
return m_key;
|
||||
}
|
||||
|
||||
|
|
|
@ -205,20 +205,20 @@ std::array<Shader*, Maxwell::MaxShaderProgram> VKPipelineCache::GetShaders() {
|
|||
return last_shaders = shaders;
|
||||
}
|
||||
|
||||
VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
|
||||
VKGraphicsPipeline* VKPipelineCache::GetGraphicsPipeline(
|
||||
const GraphicsPipelineCacheKey& key, VideoCommon::Shader::AsyncShaders& async_shaders) {
|
||||
MICROPROFILE_SCOPE(Vulkan_PipelineCache);
|
||||
|
||||
if (last_graphics_pipeline && last_graphics_key == key) {
|
||||
return *last_graphics_pipeline;
|
||||
return last_graphics_pipeline;
|
||||
}
|
||||
last_graphics_key = key;
|
||||
|
||||
if (device.UseAsynchronousShaders()) {
|
||||
auto work = async_shaders.GetCompletedWork();
|
||||
for (std::size_t i = 0; i < work.size(); ++i) {
|
||||
auto& entry = graphics_cache.at(work[i].pipeline->GetCacheKey());
|
||||
entry = std::move(work[i].pipeline);
|
||||
for (auto& w : work) {
|
||||
auto& entry = graphics_cache.at(w.pipeline->GetCacheKey());
|
||||
entry = std::move(w.pipeline);
|
||||
}
|
||||
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
||||
if (is_cache_miss) {
|
||||
|
@ -227,7 +227,8 @@ VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
|
|||
async_shaders.QueueVulkanShader(this, bindings, program, key.renderpass_params,
|
||||
key.padding, key.shaders, key.fixed_state);
|
||||
}
|
||||
return *(last_graphics_pipeline = graphics_cache.at(key).get());
|
||||
last_graphics_pipeline = graphics_cache.at(key).get();
|
||||
return last_graphics_pipeline;
|
||||
}
|
||||
|
||||
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
||||
|
@ -239,7 +240,8 @@ VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
|
|||
update_descriptor_queue, renderpass_cache, key,
|
||||
bindings, program);
|
||||
}
|
||||
return *(last_graphics_pipeline = entry.get());
|
||||
last_graphics_pipeline = entry.get();
|
||||
return last_graphics_pipeline;
|
||||
}
|
||||
|
||||
VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCacheKey& key) {
|
||||
|
|
|
@ -153,31 +153,46 @@ public:
|
|||
|
||||
std::array<Shader*, Maxwell::MaxShaderProgram> GetShaders();
|
||||
|
||||
VKGraphicsPipeline& GetGraphicsPipeline(const GraphicsPipelineCacheKey& key,
|
||||
VKGraphicsPipeline* GetGraphicsPipeline(const GraphicsPipelineCacheKey& key,
|
||||
VideoCommon::Shader::AsyncShaders& async_shaders);
|
||||
|
||||
VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
|
||||
|
||||
const VKDevice& GetDevice() {
|
||||
const VKDevice& GetDevice() const {
|
||||
return device;
|
||||
}
|
||||
|
||||
VKScheduler& GetScheduler() {
|
||||
return scheduler;
|
||||
}
|
||||
const VKScheduler& GetScheduler() const {
|
||||
return scheduler;
|
||||
}
|
||||
|
||||
VKDescriptorPool& GetDescriptorPool() {
|
||||
return descriptor_pool;
|
||||
}
|
||||
|
||||
const VKDescriptorPool& GetDescriptorPool() const {
|
||||
return descriptor_pool;
|
||||
}
|
||||
|
||||
VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
|
||||
return update_descriptor_queue;
|
||||
}
|
||||
|
||||
const VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() const {
|
||||
return update_descriptor_queue;
|
||||
}
|
||||
|
||||
VKRenderPassCache& GetRenderpassCache() {
|
||||
return renderpass_cache;
|
||||
}
|
||||
|
||||
const VKRenderPassCache& GetRenderpassCache() const {
|
||||
return renderpass_cache;
|
||||
}
|
||||
|
||||
protected:
|
||||
void OnShaderRemoval(Shader* shader) final;
|
||||
|
||||
|
|
|
@ -404,10 +404,12 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
|
|||
wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
|
||||
scheduler.SetQueryCache(query_cache);
|
||||
if (device.UseAsynchronousShaders()) {
|
||||
// The following is subject to move into the allocate workers method, to be api agnostic
|
||||
|
||||
// Max worker threads we should allow
|
||||
constexpr auto MAX_THREADS = 2u;
|
||||
constexpr u32 MAX_THREADS = 4;
|
||||
// Amount of threads we should reserve for other parts of yuzu
|
||||
constexpr auto RESERVED_THREADS = 6u;
|
||||
constexpr u32 RESERVED_THREADS = 6;
|
||||
// Get the amount of threads we can use(this can return zero)
|
||||
const auto cpu_thread_count =
|
||||
std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
|
||||
|
@ -456,16 +458,16 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
|||
key.renderpass_params = GetRenderPassParams(texceptions);
|
||||
key.padding = 0;
|
||||
|
||||
auto& pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
|
||||
if (&pipeline == nullptr || pipeline.GetHandle() == VK_NULL_HANDLE) {
|
||||
auto pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
|
||||
if (pipeline == nullptr || pipeline->GetHandle() == VK_NULL_HANDLE) {
|
||||
// Async graphics pipeline was not ready.
|
||||
system.GPU().TickWork();
|
||||
return;
|
||||
}
|
||||
|
||||
scheduler.BindGraphicsPipeline(pipeline.GetHandle());
|
||||
scheduler.BindGraphicsPipeline(pipeline->GetHandle());
|
||||
|
||||
const auto renderpass = pipeline.GetRenderPass();
|
||||
const auto renderpass = pipeline->GetRenderPass();
|
||||
const auto [framebuffer, render_area] = ConfigureFramebuffers(renderpass);
|
||||
scheduler.RequestRenderpass(renderpass, framebuffer, render_area);
|
||||
|
||||
|
@ -475,8 +477,8 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
|||
|
||||
BeginTransformFeedback();
|
||||
|
||||
const auto pipeline_layout = pipeline.GetLayout();
|
||||
const auto descriptor_set = pipeline.CommitDescriptorSet();
|
||||
const auto pipeline_layout = pipeline->GetLayout();
|
||||
const auto descriptor_set = pipeline->CommitDescriptorSet();
|
||||
scheduler.Record([pipeline_layout, descriptor_set, draw_params](vk::CommandBuffer cmdbuf) {
|
||||
if (descriptor_set) {
|
||||
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout,
|
||||
|
|
|
@ -287,7 +287,6 @@ private:
|
|||
VKMemoryManager& memory_manager;
|
||||
StateTracker& state_tracker;
|
||||
VKScheduler& scheduler;
|
||||
VideoCommon::Shader::AsyncShaders async_shaders;
|
||||
|
||||
VKStagingBufferPool staging_pool;
|
||||
VKDescriptorPool descriptor_pool;
|
||||
|
@ -307,6 +306,7 @@ private:
|
|||
vk::Buffer default_buffer;
|
||||
VKMemoryCommit default_buffer_commit;
|
||||
vk::Event wfi_event;
|
||||
VideoCommon::Shader::AsyncShaders async_shaders;
|
||||
|
||||
std::array<View, Maxwell::NumRenderTargets> color_attachments;
|
||||
View zeta_attachment;
|
||||
|
|
|
@ -111,20 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
|
|||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||
const VideoCommon::Shader::Registry& registry,
|
||||
VAddr cpu_addr) {
|
||||
WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
|
||||
: AsyncShaders::Backend::OpenGL,
|
||||
&device,
|
||||
shader_type,
|
||||
uid,
|
||||
std::move(code),
|
||||
std::move(code_b),
|
||||
main_offset,
|
||||
compiler_settings,
|
||||
®istry,
|
||||
cpu_addr};
|
||||
|
||||
auto p = std::make_unique<WorkerParams>();
|
||||
p->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
|
||||
p->device = &device;
|
||||
p->shader_type = shader_type;
|
||||
p->uid = uid;
|
||||
p->code = std::move(code);
|
||||
p->code_b = std::move(code_b);
|
||||
p->main_offset = main_offset;
|
||||
p->compiler_settings = compiler_settings;
|
||||
p->registry = ®istry;
|
||||
p->cpu_address = cpu_addr;
|
||||
std::unique_lock lock(queue_mutex);
|
||||
pending_queue.push_back(std::move(params));
|
||||
pending_queue.push(std::move(p));
|
||||
cv.notify_one();
|
||||
}
|
||||
|
||||
|
@ -134,19 +133,19 @@ void AsyncShaders::QueueVulkanShader(
|
|||
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
|
||||
Vulkan::FixedPipelineState fixed_state) {
|
||||
|
||||
WorkerParams params{
|
||||
.backend = AsyncShaders::Backend::Vulkan,
|
||||
.pp_cache = pp_cache,
|
||||
.bindings = bindings,
|
||||
.program = program,
|
||||
.renderpass_params = renderpass_params,
|
||||
.padding = padding,
|
||||
.shaders = shaders,
|
||||
.fixed_state = fixed_state,
|
||||
};
|
||||
auto p = std::make_unique<WorkerParams>();
|
||||
|
||||
p->backend = Backend::Vulkan;
|
||||
p->pp_cache = pp_cache;
|
||||
p->bindings = bindings;
|
||||
p->program = program;
|
||||
p->renderpass_params = renderpass_params;
|
||||
p->padding = padding;
|
||||
p->shaders = shaders;
|
||||
p->fixed_state = fixed_state;
|
||||
|
||||
std::unique_lock lock(queue_mutex);
|
||||
pending_queue.push_back(std::move(params));
|
||||
pending_queue.push(std::move(p));
|
||||
cv.notify_one();
|
||||
}
|
||||
|
||||
|
@ -168,64 +167,82 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
|
|||
if (pending_queue.empty()) {
|
||||
continue;
|
||||
}
|
||||
// Pull work from queue
|
||||
WorkerParams work = std::move(pending_queue.front());
|
||||
pending_queue.pop_front();
|
||||
|
||||
// Pull work from queue
|
||||
auto work = std::move(pending_queue.front());
|
||||
pending_queue.pop();
|
||||
lock.unlock();
|
||||
|
||||
if (work.backend == AsyncShaders::Backend::OpenGL ||
|
||||
work.backend == AsyncShaders::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;
|
||||
// LOG_CRITICAL(Render_Vulkan, "Shader hast been Compiled \t0x{:016X} id {}",
|
||||
// result.uid, id);
|
||||
|
||||
if (work.backend == AsyncShaders::Backend::OpenGL) {
|
||||
if (work->backend == Backend::OpenGL) {
|
||||
result.program.opengl = std::move(program->source_program);
|
||||
} else if (work.backend == AsyncShaders::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 == AsyncShaders::Backend::Vulkan) {
|
||||
} else if (work->backend == Backend::Vulkan) {
|
||||
Vulkan::GraphicsPipelineCacheKey params_key{
|
||||
work.renderpass_params,
|
||||
work.padding,
|
||||
work.shaders,
|
||||
work.fixed_state,
|
||||
.renderpass_params = work->renderpass_params,
|
||||
.padding = work->padding,
|
||||
.shaders = work->shaders,
|
||||
.fixed_state = work->fixed_state,
|
||||
};
|
||||
|
||||
{
|
||||
std::unique_lock find_lock{completed_mutex};
|
||||
for (size_t i = 0; i < finished_work.size(); ++i) {
|
||||
// This loop deletes duplicate pipelines in finished_work
|
||||
// in favor of the pipeline about to be created
|
||||
|
||||
if (finished_work[i].pipeline &&
|
||||
finished_work[i].pipeline->GetCacheKey().Hash() == params_key.Hash()) {
|
||||
LOG_CRITICAL(Render_Vulkan,
|
||||
"Pipeliene was already here \t0x{:016X} matches 0x{:016X} ",
|
||||
params_key.Hash(),
|
||||
finished_work[i].pipeline->GetCacheKey().Hash());
|
||||
finished_work.erase(finished_work.begin() + i);
|
||||
}
|
||||
}
|
||||
find_lock.unlock();
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
{
|
||||
std::unique_lock complete_lock(completed_mutex);
|
||||
|
||||
// Duplicate creation of pipelines leads to instability and crashing, caused by a
|
||||
// race condition but band-aid solution is locking the making of the pipeline
|
||||
// results in only one pipeline created at a time.
|
||||
Result result{
|
||||
.backend = work.backend,
|
||||
.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),
|
||||
.backend = Backend::Vulkan,
|
||||
.pipeline = std::move(pipeline),
|
||||
};
|
||||
|
||||
finished_work.push_back(std::move(result));
|
||||
complete_lock.unlock();
|
||||
}
|
||||
}
|
||||
// Give a chance for another thread to get work. Lessens duplicates
|
||||
std::this_thread::yield();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -100,7 +100,7 @@ private:
|
|||
bool HasWorkQueued();
|
||||
|
||||
struct WorkerParams {
|
||||
AsyncShaders::Backend backend;
|
||||
Backend backend;
|
||||
// For OGL
|
||||
const OpenGL::Device* device;
|
||||
Tegra::Engines::ShaderType shader_type;
|
||||
|
@ -128,7 +128,7 @@ private:
|
|||
std::atomic<bool> is_thread_exiting{};
|
||||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
||||
std::vector<std::thread> worker_threads;
|
||||
std::deque<WorkerParams> pending_queue;
|
||||
std::queue<std::unique_ptr<WorkerParams>> pending_queue;
|
||||
std::vector<AsyncShaders::Result> finished_work;
|
||||
Core::Frontend::EmuWindow& emu_window;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue