vk_pipeline_cache: Move SPIRV emittion to a worker thread (#7170)
* vk_scheduler: Remove RenderpassCache dependency * vk_pipeline_cache: Move spirv emittion to worker thread
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4 changed files with 15 additions and 24 deletions
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@ -7,7 +7,6 @@
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#include "common/memory_detect.h"
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#include "common/microprofile.h"
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#include "common/settings.h"
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#include "common/texture.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/hw/gpu.h"
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@ -21,7 +20,6 @@
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#include "video_core/host_shaders/vulkan_present_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_interlaced_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_vert_spv.h"
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#include "vulkan/vulkan_format_traits.hpp"
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#include <vk_mem_alloc.h>
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@ -57,7 +55,7 @@ RendererVulkan::RendererVulkan(Core::System& system, Frontend::EmuWindow& window
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Frontend::EmuWindow* secondary_window)
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: RendererBase{system, window, secondary_window}, memory{system.Memory()},
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instance{system.TelemetrySession(), window, Settings::values.physical_device.GetValue()},
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scheduler{instance, renderpass_cache}, renderpass_cache{instance, scheduler}, pool{instance},
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scheduler{instance}, renderpass_cache{instance, scheduler}, pool{instance},
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main_window{window, instance, scheduler},
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vertex_buffer{instance, scheduler, vk::BufferUsageFlagBits::eVertexBuffer,
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VERTEX_BUFFER_SIZE},
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@ -469,19 +469,18 @@ void PipelineCache::UseFragmentShader(const Pica::Regs& regs,
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auto& shader = it->second;
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if (new_shader) {
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const bool use_spirv = Settings::values.spirv_shader_gen.GetValue();
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if (use_spirv && !fs_config.UsesShadowPipeline()) {
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const std::vector code = SPIRV::GenerateFragmentShader(fs_config, profile);
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shader.module = CompileSPV(code, instance.GetDevice());
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shader.MarkDone();
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} else {
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workers.QueueWork([fs_config, this, &shader]() {
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workers.QueueWork([fs_config, this, &shader]() {
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const bool use_spirv = Settings::values.spirv_shader_gen.GetValue();
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if (use_spirv && !fs_config.UsesShadowPipeline()) {
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const std::vector code = SPIRV::GenerateFragmentShader(fs_config, profile);
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shader.module = CompileSPV(code, instance.GetDevice());
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} else {
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const std::string code = GLSL::GenerateFragmentShader(fs_config, profile);
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shader.module =
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Compile(code, vk::ShaderStageFlagBits::eFragment, instance.GetDevice());
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shader.MarkDone();
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});
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}
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}
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shader.MarkDone();
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});
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}
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current_shaders[ProgramType::FS] = &shader;
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@ -42,8 +42,8 @@ void Scheduler::CommandChunk::ExecuteAll(vk::CommandBuffer cmdbuf) {
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last = nullptr;
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}
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Scheduler::Scheduler(const Instance& instance, RenderpassCache& renderpass_cache)
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: renderpass_cache{renderpass_cache}, master_semaphore{MakeMasterSemaphore(instance)},
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Scheduler::Scheduler(const Instance& instance)
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: master_semaphore{MakeMasterSemaphore(instance)},
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command_pool{instance, master_semaphore.get()}, use_worker_thread{true} {
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AllocateWorkerCommandBuffers();
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if (use_worker_thread) {
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@ -173,7 +173,6 @@ void Scheduler::SubmitExecution(vk::Semaphore signal_semaphore, vk::Semaphore wa
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state = StateFlags::AllDirty;
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const u64 signal_value = master_semaphore->NextTick();
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renderpass_cache.EndRendering();
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Record([signal_semaphore, wait_semaphore, signal_value, this](vk::CommandBuffer cmdbuf) {
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MICROPROFILE_SCOPE(Vulkan_Submit);
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std::scoped_lock lock{submit_mutex};
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@ -8,7 +8,6 @@
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#include <utility>
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#include "common/alignment.h"
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#include "common/common_funcs.h"
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#include "common/logging/log.h"
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#include "common/polyfill_thread.h"
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#include "video_core/renderer_vulkan/vk_master_semaphore.h"
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#include "video_core/renderer_vulkan/vk_resource_pool.h"
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@ -17,21 +16,18 @@ namespace Vulkan {
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enum class StateFlags {
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AllDirty = 0,
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Renderpass = 1 << 0,
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Pipeline = 1 << 1,
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DescriptorSets = 1 << 2
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Pipeline = 1 << 0,
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DescriptorSets = 1 << 1,
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};
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DECLARE_ENUM_FLAG_OPERATORS(StateFlags)
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class Instance;
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class RenderpassCache;
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/// The scheduler abstracts command buffer and fence management with an interface that's able to do
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/// OpenGL-like operations on Vulkan command buffers.
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class Scheduler {
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public:
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explicit Scheduler(const Instance& instance, RenderpassCache& renderpass_cache);
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explicit Scheduler(const Instance& instance);
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~Scheduler();
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/// Sends the current execution context to the GPU.
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@ -191,7 +187,6 @@ private:
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void AcquireNewChunk();
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private:
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RenderpassCache& renderpass_cache;
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std::unique_ptr<MasterSemaphore> master_semaphore;
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CommandPool command_pool;
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std::unique_ptr<CommandChunk> chunk;
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