2020-07-10 05:36:38 +02:00
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// 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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#include <chrono>
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/shader/async_shaders.h"
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namespace VideoCommon::Shader {
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AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {}
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AsyncShaders::~AsyncShaders() {
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KillWorkers();
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}
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void AsyncShaders::AllocateWorkers(std::size_t num_workers) {
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// If we're already have workers queued or don't want to queue workers, ignore
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if (num_workers == worker_threads.size() || num_workers == 0) {
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return;
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}
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// If workers already exist, clear them
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if (!worker_threads.empty()) {
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FreeWorkers();
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}
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// Create workers
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for (std::size_t i = 0; i < num_workers; i++) {
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context_list.push_back(emu_window.CreateSharedContext());
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worker_threads.push_back(std::move(
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std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get())));
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}
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}
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void AsyncShaders::FreeWorkers() {
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// Mark all threads to quit
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is_thread_exiting.store(true);
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2020-07-16 10:51:32 +02:00
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cv.notify_all();
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2020-07-10 05:36:38 +02:00
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for (auto& thread : worker_threads) {
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thread.join();
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}
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// Clear our shared contexts
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context_list.clear();
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// Clear our worker threads
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worker_threads.clear();
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}
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void AsyncShaders::KillWorkers() {
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is_thread_exiting.store(true);
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for (auto& thread : worker_threads) {
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thread.detach();
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}
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// Clear our shared contexts
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context_list.clear();
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// Clear our worker threads
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worker_threads.clear();
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}
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bool AsyncShaders::HasWorkQueued() {
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return !pending_queue.empty();
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}
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bool AsyncShaders::HasCompletedWork() {
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std::shared_lock lock(completed_mutex);
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return !finished_work.empty();
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}
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bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
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const auto& regs = gpu.Maxwell3D().regs;
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// If something is using depth, we can assume that games are not rendering anything which will
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// be used one time.
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if (regs.zeta_enable) {
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return true;
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}
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// If games are using a small index count, we can assume these are full screen quads. Usually
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// these shaders are only used once for building textures so we can assume they can't be built
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// async
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if (regs.index_array.count <= 6 || regs.vertex_buffer.count <= 6) {
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return false;
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}
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return true;
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}
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std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
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std::vector<AsyncShaders::Result> results;
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{
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std::unique_lock lock(completed_mutex);
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results.assign(std::make_move_iterator(finished_work.begin()),
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std::make_move_iterator(finished_work.end()));
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finished_work.clear();
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}
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return results;
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}
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void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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Tegra::Engines::ShaderType shader_type, u64 uid,
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std::vector<u64> code, std::vector<u64> code_b,
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u32 main_offset,
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VideoCommon::Shader::CompilerSettings compiler_settings,
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const VideoCommon::Shader::Registry& registry,
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VAddr cpu_addr) {
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WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
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: AsyncShaders::Backend::OpenGL,
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device,
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shader_type,
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uid,
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std::move(code),
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std::move(code_b),
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main_offset,
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compiler_settings,
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registry,
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cpu_addr};
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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(std::move(params));
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2020-07-16 10:38:35 +02:00
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cv.notify_one();
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2020-07-10 05:36:38 +02:00
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}
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void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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using namespace std::chrono_literals;
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while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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2020-07-16 10:38:35 +02:00
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std::unique_lock<std::mutex> lock(queue_mutex);
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cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; });
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if (is_thread_exiting) {
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return;
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}
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2020-07-10 05:36:38 +02:00
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// Partial lock to allow all threads to read at the same time
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if (!HasWorkQueued()) {
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continue;
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}
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// Another thread beat us, just unlock and wait for the next load
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if (pending_queue.empty()) {
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continue;
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}
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// Pull work from queue
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WorkerParams work = std::move(pending_queue.front());
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pending_queue.pop_front();
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2020-07-16 10:38:35 +02:00
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lock.unlock();
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2020-07-10 05:36:38 +02:00
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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work.backend == AsyncShaders::Backend::GLASM) {
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
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const auto scope = context->Acquire();
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auto program =
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OpenGL::BuildShader(work.device, work.shader_type, work.uid, ir, work.registry);
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Result result{};
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result.backend = work.backend;
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result.cpu_address = work.cpu_address;
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result.uid = work.uid;
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result.code = std::move(work.code);
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result.code_b = std::move(work.code_b);
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result.shader_type = work.shader_type;
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if (work.backend == AsyncShaders::Backend::OpenGL) {
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result.program.opengl = std::move(program->source_program);
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} else if (work.backend == AsyncShaders::Backend::GLASM) {
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result.program.glasm = std::move(program->assembly_program);
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}
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{
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std::unique_lock complete_lock(completed_mutex);
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finished_work.push_back(std::move(result));
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}
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}
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}
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}
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} // namespace VideoCommon::Shader
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