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https://git.suyu.dev/suyu/suyu.git
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82c2601555
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
138 lines
4.3 KiB
C++
138 lines
4.3 KiB
C++
// Copyright 2020 yuzu Emulator Project
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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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#pragma once
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#include <condition_variable>
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#include <memory>
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#include <shared_mutex>
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#include <thread>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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namespace Core::Frontend {
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class EmuWindow;
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class GraphicsContext;
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} // namespace Core::Frontend
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namespace Tegra {
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class GPU;
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}
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namespace Vulkan {
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class VKPipelineCache;
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}
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namespace VideoCommon::Shader {
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class AsyncShaders {
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public:
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enum class Backend {
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OpenGL,
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GLASM,
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Vulkan,
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};
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struct ResultPrograms {
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OpenGL::OGLProgram opengl;
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OpenGL::OGLAssemblyProgram glasm;
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};
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struct Result {
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u64 uid;
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VAddr cpu_address;
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Backend backend;
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ResultPrograms program;
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std::vector<u64> code;
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std::vector<u64> code_b;
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Tegra::Engines::ShaderType shader_type;
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};
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explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window_);
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~AsyncShaders();
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/// Start up shader worker threads
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void AllocateWorkers();
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/// Clear the shader queue and kill all worker threads
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void FreeWorkers();
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// Force end all threads
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void KillWorkers();
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/// Check to see if any shaders have actually been compiled
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[[nodiscard]] bool HasCompletedWork() const;
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/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
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/// every shader async as some shaders are only built and executed once. We try to "guess" which
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/// shader would be used only once
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[[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
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/// Pulls completed compiled shaders
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[[nodiscard]] std::vector<Result> GetCompletedWork();
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void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
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u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
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CompilerSettings compiler_settings, const Registry& registry,
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VAddr cpu_addr);
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void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::Device& device,
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Vulkan::VKScheduler& scheduler,
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Vulkan::VKDescriptorPool& descriptor_pool,
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Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program, Vulkan::GraphicsPipelineCacheKey key,
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u32 num_color_buffers);
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private:
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void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
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/// Check our worker queue to see if we have any work queued already
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[[nodiscard]] bool HasWorkQueued() const;
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struct WorkerParams {
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Backend backend;
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// For OGL
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const OpenGL::Device* device;
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Tegra::Engines::ShaderType shader_type;
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u64 uid;
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std::vector<u64> code;
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std::vector<u64> code_b;
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u32 main_offset;
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CompilerSettings compiler_settings;
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std::optional<Registry> registry;
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VAddr cpu_address;
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// For Vulkan
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Vulkan::VKPipelineCache* pp_cache;
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const Vulkan::Device* vk_device;
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Vulkan::VKScheduler* scheduler;
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Vulkan::VKDescriptorPool* descriptor_pool;
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Vulkan::VKUpdateDescriptorQueue* update_descriptor_queue;
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std::vector<VkDescriptorSetLayoutBinding> bindings;
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Vulkan::SPIRVProgram program;
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Vulkan::GraphicsPipelineCacheKey key;
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u32 num_color_buffers;
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};
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std::condition_variable cv;
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mutable std::mutex queue_mutex;
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mutable std::shared_mutex completed_mutex;
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std::atomic<bool> is_thread_exiting{};
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
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std::vector<std::thread> worker_threads;
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std::queue<WorkerParams> pending_queue;
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std::vector<Result> finished_work;
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Core::Frontend::EmuWindow& emu_window;
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};
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} // namespace VideoCommon::Shader
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