async shaders

This commit is contained in:
David Marcec 2020-07-10 13:36:38 +10:00
parent c783cf443e
commit 468bd9c1b0
16 changed files with 598 additions and 64 deletions

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@ -98,6 +98,8 @@ add_library(video_core STATIC
sampler_cache.cpp
sampler_cache.h
shader_cache.h
shader_notify.cpp
shader_notify.h
shader/decode/arithmetic.cpp
shader/decode/arithmetic_immediate.cpp
shader/decode/bfe.cpp
@ -128,6 +130,8 @@ add_library(video_core STATIC
shader/decode/other.cpp
shader/ast.cpp
shader/ast.h
shader/async_shaders.cpp
shader/async_shaders.h
shader/compiler_settings.cpp
shader/compiler_settings.h
shader/control_flow.cpp

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@ -20,6 +20,7 @@
#include "video_core/gpu.h"
#include "video_core/memory_manager.h"
#include "video_core/renderer_base.h"
#include "video_core/shader_notify.h"
#include "video_core/video_core.h"
namespace Tegra {
@ -36,6 +37,7 @@ GPU::GPU(Core::System& system, std::unique_ptr<VideoCore::RendererBase>&& render
kepler_compute = std::make_unique<Engines::KeplerCompute>(system, rasterizer, *memory_manager);
maxwell_dma = std::make_unique<Engines::MaxwellDMA>(system, *memory_manager);
kepler_memory = std::make_unique<Engines::KeplerMemory>(system, *memory_manager);
shader_notify = std::make_unique<VideoCore::ShaderNotify>();
}
GPU::~GPU() = default;

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@ -33,6 +33,7 @@ class System;
namespace VideoCore {
class RendererBase;
class ShaderNotify;
} // namespace VideoCore
namespace Tegra {
@ -207,6 +208,14 @@ public:
return *renderer;
}
VideoCore::ShaderNotify& ShaderNotify() {
return *shader_notify;
}
const VideoCore::ShaderNotify& ShaderNotify() const {
return *shader_notify;
}
// Waits for the GPU to finish working
virtual void WaitIdle() const = 0;
@ -347,6 +356,8 @@ private:
std::unique_ptr<Engines::MaxwellDMA> maxwell_dma;
/// Inline memory engine
std::unique_ptr<Engines::KeplerMemory> kepler_memory;
/// Shader build notifier
std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};

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@ -233,6 +233,8 @@ Device::Device()
GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
use_asynchronous_shaders = Settings::values.use_asynchronous_shaders;
LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);

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@ -104,6 +104,10 @@ public:
return use_assembly_shaders;
}
bool UseAsynchronousShaders() const {
return use_asynchronous_shaders;
}
private:
static bool TestVariableAoffi();
static bool TestPreciseBug();
@ -127,6 +131,7 @@ private:
bool has_fast_buffer_sub_data{};
bool has_nv_viewport_array2{};
bool use_assembly_shaders{};
bool use_asynchronous_shaders{};
};
} // namespace OpenGL

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@ -149,7 +149,8 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
shader_cache{*this, system, emu_window, device}, query_cache{system, *this},
buffer_cache{*this, system, device, STREAM_BUFFER_SIZE},
fence_manager{system, *this, texture_cache, buffer_cache, query_cache}, system{system},
screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker} {
screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker},
async_shaders{emu_window} {
CheckExtensions();
unified_uniform_buffer.Create();
@ -162,6 +163,23 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
nullptr, 0);
}
}
if (device.UseAsynchronousShaders()) {
// Max worker threads we should allow
constexpr auto MAX_THREADS = 8u;
// Amount of threads we should reserve for other parts of yuzu
constexpr auto RESERVED_THREADS = 6u;
// 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());
// Deduce how many "extra" threads we have to use.
const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
// Always allow at least 1 thread regardless of our settings
const auto max_worker_count = std::max(1u, max_threads_unused);
// Don't use more than MAX_THREADS
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
async_shaders.AllocateWorkers(worker_count);
}
}
RasterizerOpenGL::~RasterizerOpenGL() {
@ -336,7 +354,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
continue;
}
Shader* const shader = shader_cache.GetStageProgram(program);
Shader* shader = shader_cache.GetStageProgram(program, async_shaders);
if (device.UseAssemblyShaders()) {
// Check for ARB limitation. We only have 16 SSBOs per context state. To workaround this
@ -353,7 +371,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
SetupDrawTextures(stage, shader);
SetupDrawImages(stage, shader);
const GLuint program_handle = shader->GetHandle();
const GLuint program_handle = shader->IsBuilt() ? shader->GetHandle() : 0;
switch (program) {
case Maxwell::ShaderProgram::VertexA:
case Maxwell::ShaderProgram::VertexB:

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@ -33,6 +33,7 @@
#include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/renderer_opengl/gl_texture_cache.h"
#include "video_core/renderer_opengl/utils.h"
#include "video_core/shader/async_shaders.h"
#include "video_core/textures/texture.h"
namespace Core {
@ -91,6 +92,14 @@ public:
return num_queued_commands > 0;
}
VideoCommon::Shader::AsyncShaders& GetAsyncShaders() {
return async_shaders;
}
const VideoCommon::Shader::AsyncShaders& GetAsyncShaders() const {
return async_shaders;
}
private:
/// Configures the color and depth framebuffer states.
void ConfigureFramebuffers();
@ -242,6 +251,7 @@ private:
ScreenInfo& screen_info;
ProgramManager& program_manager;
StateTracker& state_tracker;
VideoCommon::Shader::AsyncShaders async_shaders;
static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;

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@ -177,6 +177,12 @@ public:
Release();
}
OGLAssemblyProgram& operator=(OGLAssemblyProgram&& o) noexcept {
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
/// Deletes the internal OpenGL resource
void Release();

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@ -31,6 +31,7 @@
#include "video_core/shader/registry.h"
#include "video_core/shader/shader_ir.h"
#include "video_core/shader_cache.h"
#include "video_core/shader_notify.h"
namespace OpenGL {
@ -140,9 +141,24 @@ std::shared_ptr<Registry> MakeRegistry(const ShaderDiskCacheEntry& entry) {
return registry;
}
std::unordered_set<GLenum> GetSupportedFormats() {
GLint num_formats;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
std::vector<GLint> formats(num_formats);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
std::unordered_set<GLenum> supported_formats;
for (const GLint format : formats) {
supported_formats.insert(static_cast<GLenum>(format));
}
return supported_formats;
}
} // Anonymous namespace
ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 unique_identifier,
const ShaderIR& ir, const Registry& registry,
bool hint_retrievable = false) {
const ShaderIR& ir, const Registry& registry, bool hint_retrievable) {
const std::string shader_id = MakeShaderID(unique_identifier, shader_type);
LOG_INFO(Render_OpenGL, "{}", shader_id);
@ -181,30 +197,17 @@ ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 u
return program;
}
std::unordered_set<GLenum> GetSupportedFormats() {
GLint num_formats;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
std::vector<GLint> formats(num_formats);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
std::unordered_set<GLenum> supported_formats;
for (const GLint format : formats) {
supported_formats.insert(static_cast<GLenum>(format));
}
return supported_formats;
}
} // Anonymous namespace
Shader::Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry_, ShaderEntries entries_,
ProgramSharedPtr program_)
: registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)} {
ProgramSharedPtr program_, bool is_built)
: registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)},
is_built(is_built) {
handle = program->assembly_program.handle;
if (handle == 0) {
handle = program->source_program.handle;
}
ASSERT(handle != 0);
if (is_built) {
ASSERT(handle != 0);
}
}
Shader::~Shader() = default;
@ -214,42 +217,82 @@ GLuint Shader::GetHandle() const {
return handle;
}
std::unique_ptr<Shader> Shader::CreateStageFromMemory(const ShaderParameters& params,
Maxwell::ShaderProgram program_type,
ProgramCode code, ProgramCode code_b) {
bool Shader::IsBuilt() const {
return is_built;
}
void Shader::AsyncOpenGLBuilt(OGLProgram new_program) {
program->source_program = std::move(new_program);
handle = program->source_program.handle;
is_built = true;
}
void Shader::AsyncGLASMBuilt(OGLAssemblyProgram new_program) {
program->assembly_program = std::move(new_program);
handle = program->assembly_program.handle;
is_built = true;
}
std::unique_ptr<Shader> Shader::CreateStageFromMemory(
const ShaderParameters& params, Maxwell::ShaderProgram program_type, ProgramCode code,
ProgramCode code_b, VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr) {
const auto shader_type = GetShaderType(program_type);
const std::size_t size_in_bytes = code.size() * sizeof(u64);
auto registry = std::make_shared<Registry>(shader_type, params.system.GPU().Maxwell3D());
const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
// TODO(Rodrigo): Handle VertexA shaders
// std::optional<ShaderIR> ir_b;
// if (!code_b.empty()) {
// ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
// }
auto program = BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
auto& gpu = params.system.GPU();
gpu.ShaderNotify().MarkSharderBuilding();
ShaderDiskCacheEntry entry;
entry.type = shader_type;
entry.code = std::move(code);
entry.code_b = std::move(code_b);
entry.unique_identifier = params.unique_identifier;
entry.bound_buffer = registry->GetBoundBuffer();
entry.graphics_info = registry->GetGraphicsInfo();
entry.keys = registry->GetKeys();
entry.bound_samplers = registry->GetBoundSamplers();
entry.bindless_samplers = registry->GetBindlessSamplers();
params.disk_cache.SaveEntry(std::move(entry));
auto registry = std::make_shared<Registry>(shader_type, gpu.Maxwell3D());
if (!async_shaders.IsShaderAsync(params.system.GPU()) ||
!params.device.UseAsynchronousShaders()) {
const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
// TODO(Rodrigo): Handle VertexA shaders
// std::optional<ShaderIR> ir_b;
// if (!code_b.empty()) {
// ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
// }
auto program =
BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
ShaderDiskCacheEntry entry;
entry.type = shader_type;
entry.code = std::move(code);
entry.code_b = std::move(code_b);
entry.unique_identifier = params.unique_identifier;
entry.bound_buffer = registry->GetBoundBuffer();
entry.graphics_info = registry->GetGraphicsInfo();
entry.keys = registry->GetKeys();
entry.bound_samplers = registry->GetBoundSamplers();
entry.bindless_samplers = registry->GetBindlessSamplers();
params.disk_cache.SaveEntry(std::move(entry));
return std::unique_ptr<Shader>(new Shader(
std::move(registry), MakeEntries(params.device, ir, shader_type), std::move(program)));
gpu.ShaderNotify().MarkShaderComplete();
return std::unique_ptr<Shader>(new Shader(std::move(registry),
MakeEntries(params.device, ir, shader_type),
std::move(program), true));
} else {
// Required for entries
const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
auto entries = MakeEntries(params.device, ir, shader_type);
async_shaders.QueueOpenGLShader(params.device, shader_type, params.unique_identifier,
std::move(code), std::move(code_b), STAGE_MAIN_OFFSET,
COMPILER_SETTINGS, *registry, cpu_addr);
auto program = std::make_shared<ProgramHandle>();
return std::unique_ptr<Shader>(
new Shader(std::move(registry), std::move(entries), std::move(program), false));
}
}
std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& params,
ProgramCode code) {
const std::size_t size_in_bytes = code.size() * sizeof(u64);
auto& engine = params.system.GPU().KeplerCompute();
auto& gpu = params.system.GPU();
gpu.ShaderNotify().MarkSharderBuilding();
auto& engine = gpu.KeplerCompute();
auto registry = std::make_shared<Registry>(ShaderType::Compute, engine);
const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
const u64 uid = params.unique_identifier;
@ -266,6 +309,8 @@ std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& p
entry.bindless_samplers = registry->GetBindlessSamplers();
params.disk_cache.SaveEntry(std::move(entry));
gpu.ShaderNotify().MarkShaderComplete();
return std::unique_ptr<Shader>(new Shader(std::move(registry),
MakeEntries(params.device, ir, ShaderType::Compute),
std::move(program)));
@ -436,14 +481,51 @@ ProgramSharedPtr ShaderCacheOpenGL::GeneratePrecompiledProgram(
return program;
}
Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program,
VideoCommon::Shader::AsyncShaders& async_shaders) {
if (!system.GPU().Maxwell3D().dirty.flags[Dirty::Shaders]) {
return last_shaders[static_cast<std::size_t>(program)];
auto* last_shader = last_shaders[static_cast<std::size_t>(program)];
if (last_shader->IsBuilt()) {
return last_shader;
}
}
auto& memory_manager{system.GPU().MemoryManager()};
const GPUVAddr address{GetShaderAddress(system, program)};
if (device.UseAsynchronousShaders() && async_shaders.HasCompletedWork()) {
auto completed_work = async_shaders.GetCompletedWork();
for (auto& work : completed_work) {
Shader* shader = TryGet(work.cpu_address);
auto& gpu = system.GPU();
gpu.ShaderNotify().MarkShaderComplete();
if (shader == nullptr) {
continue;
}
using namespace VideoCommon::Shader;
if (work.backend == AsyncShaders::Backend::OpenGL) {
shader->AsyncOpenGLBuilt(std::move(work.program.opengl));
} else if (work.backend == AsyncShaders::Backend::GLASM) {
shader->AsyncGLASMBuilt(std::move(work.program.glasm));
}
ShaderDiskCacheEntry entry;
entry.type = work.shader_type;
entry.code = std::move(work.code);
entry.code_b = std::move(work.code_b);
entry.unique_identifier = work.uid;
auto& registry = shader->GetRegistry();
entry.bound_buffer = registry.GetBoundBuffer();
entry.graphics_info = registry.GetGraphicsInfo();
entry.keys = registry.GetKeys();
entry.bound_samplers = registry.GetBoundSamplers();
entry.bindless_samplers = registry.GetBindlessSamplers();
disk_cache.SaveEntry(std::move(entry));
}
}
// Look up shader in the cache based on address
const auto cpu_addr{memory_manager.GpuToCpuAddress(address)};
if (Shader* const shader{cpu_addr ? TryGet(*cpu_addr) : null_shader.get()}) {
@ -471,7 +553,8 @@ Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
std::unique_ptr<Shader> shader;
const auto found = runtime_cache.find(unique_identifier);
if (found == runtime_cache.end()) {
shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b));
shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b),
async_shaders, cpu_addr.value_or(0));
} else {
shader = Shader::CreateFromCache(params, found->second);
}

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@ -33,6 +33,10 @@ namespace Core::Frontend {
class EmuWindow;
}
namespace VideoCommon::Shader {
class AsyncShaders;
}
namespace OpenGL {
class Device;
@ -61,6 +65,11 @@ struct ShaderParameters {
u64 unique_identifier;
};
ProgramSharedPtr BuildShader(const Device& device, Tegra::Engines::ShaderType shader_type,
u64 unique_identifier, const VideoCommon::Shader::ShaderIR& ir,
const VideoCommon::Shader::Registry& registry,
bool hint_retrievable = false);
class Shader final {
public:
~Shader();
@ -68,15 +77,28 @@ public:
/// Gets the GL program handle for the shader
GLuint GetHandle() const;
bool IsBuilt() const;
/// Gets the shader entries for the shader
const ShaderEntries& GetEntries() const {
return entries;
}
static std::unique_ptr<Shader> CreateStageFromMemory(const ShaderParameters& params,
Maxwell::ShaderProgram program_type,
ProgramCode program_code,
ProgramCode program_code_b);
const VideoCommon::Shader::Registry& GetRegistry() const {
return *registry;
}
/// Mark a OpenGL shader as built
void AsyncOpenGLBuilt(OGLProgram new_program);
/// Mark a GLASM shader as built
void AsyncGLASMBuilt(OGLAssemblyProgram new_program);
static std::unique_ptr<Shader> CreateStageFromMemory(
const ShaderParameters& params, Maxwell::ShaderProgram program_type,
ProgramCode program_code, ProgramCode program_code_b,
VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr);
static std::unique_ptr<Shader> CreateKernelFromMemory(const ShaderParameters& params,
ProgramCode code);
@ -85,12 +107,13 @@ public:
private:
explicit Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry, ShaderEntries entries,
ProgramSharedPtr program);
ProgramSharedPtr program, bool is_built = true);
std::shared_ptr<VideoCommon::Shader::Registry> registry;
ShaderEntries entries;
ProgramSharedPtr program;
GLuint handle = 0;
bool is_built{};
};
class ShaderCacheOpenGL final : public VideoCommon::ShaderCache<Shader> {
@ -104,7 +127,8 @@ public:
const VideoCore::DiskResourceLoadCallback& callback);
/// Gets the current specified shader stage program
Shader* GetStageProgram(Maxwell::ShaderProgram program);
Shader* GetStageProgram(Maxwell::ShaderProgram program,
VideoCommon::Shader::AsyncShaders& async_shaders);
/// Gets a compute kernel in the passed address
Shader* GetComputeKernel(GPUVAddr code_addr);

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@ -0,0 +1,170 @@
// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <chrono>
#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(std::size_t num_workers) {
// If we're already have workers queued or don't want to queue workers, ignore
if (num_workers == worker_threads.size() || num_workers == 0) {
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.push_back(std::move(
std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get())));
}
}
void AsyncShaders::FreeWorkers() {
// Mark all threads to quit
is_thread_exiting.store(true);
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() {
std::shared_lock lock(queue_mutex);
return !pending_queue.empty();
}
bool AsyncShaders::HasCompletedWork() {
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<AsyncShaders::Result> results;
{
std::unique_lock lock(completed_mutex);
results.assign(std::make_move_iterator(finished_work.begin()),
std::make_move_iterator(finished_work.end()));
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,
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,
registry,
cpu_addr};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(std::move(params));
}
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
using namespace std::chrono_literals;
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
// Partial lock to allow all threads to read at the same time
if (!HasWorkQueued()) {
continue;
}
// Complete lock for pulling workload
queue_mutex.lock();
// Another thread beat us, just unlock and wait for the next load
if (pending_queue.empty()) {
queue_mutex.unlock();
continue;
}
// Pull work from queue
WorkerParams work = std::move(pending_queue.front());
pending_queue.pop_front();
queue_mutex.unlock();
if (work.backend == AsyncShaders::Backend::OpenGL ||
work.backend == AsyncShaders::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 == AsyncShaders::Backend::OpenGL) {
result.program.opengl = std::move(program->source_program);
} else if (work.backend == AsyncShaders::Backend::GLASM) {
result.program.glasm = std::move(program->assembly_program);
}
{
std::unique_lock complete_lock(completed_mutex);
finished_work.push_back(std::move(result));
}
}
}
}
} // namespace VideoCommon::Shader

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@ -0,0 +1,107 @@
// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <deque>
#include <memory>
#include <shared_mutex>
#include <thread>
#include "common/bit_field.h"
#include "common/common_types.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
namespace Core::Frontend {
class EmuWindow;
class GraphicsContext;
} // namespace Core::Frontend
namespace Tegra {
class GPU;
}
namespace VideoCommon::Shader {
class AsyncShaders {
public:
enum class Backend {
OpenGL,
GLASM,
};
struct ResultPrograms {
OpenGL::OGLProgram opengl;
OpenGL::OGLAssemblyProgram glasm;
};
struct Result {
u64 uid;
VAddr cpu_address;
Backend backend;
ResultPrograms program;
std::vector<u64> code;
std::vector<u64> code_b;
Tegra::Engines::ShaderType shader_type;
};
explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window);
~AsyncShaders();
/// Start up shader worker threads
void AllocateWorkers(std::size_t num_workers);
/// Clear the shader queue and kill all worker threads
void FreeWorkers();
// Force end all threads
void KillWorkers();
/// Check our worker queue to see if we have any work queued already
bool HasWorkQueued();
/// Check to see if any shaders have actually been compiled
bool HasCompletedWork();
/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
/// every shader async as some shaders are only built and executed once. We try to "guess" which
/// shader would be used only once
bool IsShaderAsync(const Tegra::GPU& gpu) const;
/// Pulls completed compiled shaders
std::vector<Result> GetCompletedWork();
void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
VideoCommon::Shader::CompilerSettings compiler_settings,
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
private:
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
struct WorkerParams {
AsyncShaders::Backend backend;
OpenGL::Device device;
Tegra::Engines::ShaderType shader_type;
u64 uid;
std::vector<u64> code;
std::vector<u64> code_b;
u32 main_offset;
VideoCommon::Shader::CompilerSettings compiler_settings;
VideoCommon::Shader::Registry registry;
VAddr cpu_address;
};
std::shared_mutex queue_mutex;
std::shared_mutex completed_mutex;
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::vector<AsyncShaders::Result> finished_work;
Core::Frontend::EmuWindow& emu_window;
};
} // namespace VideoCommon::Shader

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@ -0,0 +1,42 @@
// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/shader_notify.h"
using namespace std::chrono_literals;
namespace VideoCore {
namespace {
constexpr auto UPDATE_TICK = 32ms;
}
ShaderNotify::ShaderNotify() = default;
ShaderNotify::~ShaderNotify() = default;
std::size_t ShaderNotify::GetShadersBuilding() {
const auto now = std::chrono::high_resolution_clock::now();
const auto diff = now - last_update;
if (diff > UPDATE_TICK) {
std::shared_lock lock(mutex);
last_updated_count = accurate_count;
}
return last_updated_count;
}
std::size_t ShaderNotify::GetShadersBuildingAccurate() {
std::shared_lock lock(mutex);
return accurate_count;
}
void ShaderNotify::MarkShaderComplete() {
std::unique_lock lock(mutex);
accurate_count--;
}
void ShaderNotify::MarkSharderBuilding() {
std::unique_lock lock(mutex);
accurate_count++;
}
} // namespace VideoCore

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@ -0,0 +1,29 @@
// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <chrono>
#include <shared_mutex>
#include "common/common_types.h"
namespace VideoCore {
class ShaderNotify {
public:
ShaderNotify();
~ShaderNotify();
std::size_t GetShadersBuilding();
std::size_t GetShadersBuildingAccurate();
void MarkShaderComplete();
void MarkSharderBuilding();
private:
std::size_t last_updated_count{};
std::size_t accurate_count{};
std::shared_mutex mutex;
std::chrono::high_resolution_clock::time_point last_update{};
};
} // namespace VideoCore

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@ -94,6 +94,8 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
#include "core/perf_stats.h"
#include "core/settings.h"
#include "core/telemetry_session.h"
#include "video_core/gpu.h"
#include "video_core/shader_notify.h"
#include "yuzu/about_dialog.h"
#include "yuzu/bootmanager.h"
#include "yuzu/compatdb.h"
@ -498,6 +500,8 @@ void GMainWindow::InitializeWidgets() {
message_label->setAlignment(Qt::AlignLeft);
statusBar()->addPermanentWidget(message_label, 1);
shader_building_label = new QLabel();
shader_building_label->setToolTip(tr("The amount of shaders currently being built"));
emu_speed_label = new QLabel();
emu_speed_label->setToolTip(
tr("Current emulation speed. Values higher or lower than 100% "
@ -510,7 +514,8 @@ void GMainWindow::InitializeWidgets() {
tr("Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For "
"full-speed emulation this should be at most 16.67 ms."));
for (auto& label : {emu_speed_label, game_fps_label, emu_frametime_label}) {
for (auto& label :
{shader_building_label, emu_speed_label, game_fps_label, emu_frametime_label}) {
label->setVisible(false);
label->setFrameStyle(QFrame::NoFrame);
label->setContentsMargins(4, 0, 4, 0);
@ -1176,6 +1181,7 @@ void GMainWindow::ShutdownGame() {
// Disable status bar updates
status_bar_update_timer.stop();
shader_building_label->setVisible(false);
emu_speed_label->setVisible(false);
game_fps_label->setVisible(false);
emu_frametime_label->setVisible(false);
@ -2186,6 +2192,17 @@ void GMainWindow::UpdateStatusBar() {
}
auto results = Core::System::GetInstance().GetAndResetPerfStats();
auto& shader_notify = Core::System::GetInstance().GPU().ShaderNotify();
const auto shaders_building = shader_notify.GetShadersBuilding();
if (shaders_building != 0) {
shader_building_label->setText(
tr("Building: %1 shader").arg(shaders_building) +
(shaders_building != 1 ? QString::fromStdString("s") : QString::fromStdString("")));
shader_building_label->setVisible(true);
} else {
shader_building_label->setVisible(false);
}
if (Settings::values.use_frame_limit.GetValue()) {
emu_speed_label->setText(tr("Speed: %1% / %2%")
@ -2315,9 +2332,12 @@ void GMainWindow::OnReinitializeKeys(ReinitializeKeyBehavior behavior) {
if (behavior == ReinitializeKeyBehavior::Warning) {
const auto res = QMessageBox::information(
this, tr("Confirm Key Rederivation"),
tr("You are about to force rederive all of your keys. \nIf you do not know what this "
"means or what you are doing, \nthis is a potentially destructive action. \nPlease "
"make sure this is what you want \nand optionally make backups.\n\nThis will delete "
tr("You are about to force rederive all of your keys. \nIf you do not know what "
"this "
"means or what you are doing, \nthis is a potentially destructive action. "
"\nPlease "
"make sure this is what you want \nand optionally make backups.\n\nThis will "
"delete "
"your autogenerated key files and re-run the key derivation module."),
QMessageBox::StandardButtons{QMessageBox::Ok, QMessageBox::Cancel});
@ -2628,8 +2648,8 @@ int main(int argc, char* argv[]) {
#ifdef __APPLE__
// If you start a bundle (binary) on OSX without the Terminal, the working directory is "/".
// But since we require the working directory to be the executable path for the location of the
// user folder in the Qt Frontend, we need to cd into that working directory
// But since we require the working directory to be the executable path for the location of
// the user folder in the Qt Frontend, we need to cd into that working directory
const std::string bin_path = FileUtil::GetBundleDirectory() + DIR_SEP + "..";
chdir(bin_path.c_str());
#endif

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@ -248,6 +248,7 @@ private:
// Status bar elements
QLabel* message_label = nullptr;
QLabel* shader_building_label = nullptr;
QLabel* emu_speed_label = nullptr;
QLabel* game_fps_label = nullptr;
QLabel* emu_frametime_label = nullptr;