221 lines
7.6 KiB
C++
221 lines
7.6 KiB
C++
// Copyright 2020 yuzu Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <chrono>
|
|
#include <condition_variable>
|
|
#include <mutex>
|
|
#include <thread>
|
|
#include <vector>
|
|
#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);
|
|
cv.notify_all();
|
|
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() {
|
|
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) {
|
|
auto params = std::make_unique<WorkerParams>();
|
|
params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
|
|
params->device = &device;
|
|
params->shader_type = shader_type;
|
|
params->uid = uid;
|
|
params->code = std::move(code);
|
|
params->code_b = std::move(code_b);
|
|
params->main_offset = main_offset;
|
|
params->compiler_settings = compiler_settings;
|
|
params->registry = ®istry;
|
|
params->cpu_address = cpu_addr;
|
|
std::unique_lock lock(queue_mutex);
|
|
pending_queue.push(std::move(params));
|
|
cv.notify_one();
|
|
}
|
|
|
|
void AsyncShaders::QueueVulkanShader(
|
|
Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings,
|
|
Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding,
|
|
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
|
|
Vulkan::FixedPipelineState fixed_state) {
|
|
|
|
auto params = std::make_unique<WorkerParams>();
|
|
|
|
params->backend = Backend::Vulkan;
|
|
params->pp_cache = pp_cache;
|
|
params->bindings = bindings;
|
|
params->program = program;
|
|
params->renderpass_params = renderpass_params;
|
|
params->padding = padding;
|
|
params->shaders = shaders;
|
|
params->fixed_state = fixed_state;
|
|
|
|
std::unique_lock lock(queue_mutex);
|
|
pending_queue.push(std::move(params));
|
|
cv.notify_one();
|
|
}
|
|
|
|
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
|
|
using namespace std::chrono_literals;
|
|
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
|
|
std::unique_lock lock{queue_mutex};
|
|
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
|
|
if (is_thread_exiting) {
|
|
return;
|
|
}
|
|
|
|
// Partial lock to allow all threads to read at the same time
|
|
if (!HasWorkQueued()) {
|
|
continue;
|
|
}
|
|
// Another thread beat us, just unlock and wait for the next load
|
|
if (pending_queue.empty()) {
|
|
continue;
|
|
}
|
|
|
|
// Pull work from queue
|
|
auto work = std::move(pending_queue.front());
|
|
pending_queue.pop();
|
|
lock.unlock();
|
|
|
|
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);
|
|
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 == Backend::OpenGL) {
|
|
result.program.opengl = std::move(program->source_program);
|
|
} 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 == Backend::Vulkan) {
|
|
Vulkan::GraphicsPipelineCacheKey params_key{
|
|
.renderpass_params = work->renderpass_params,
|
|
.padding = work->padding,
|
|
.shaders = work->shaders,
|
|
.fixed_state = work->fixed_state,
|
|
};
|
|
|
|
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);
|
|
|
|
work->pp_cache->EmplacePipeline(std::move(pipeline));
|
|
work.reset();
|
|
}
|
|
// Give a chance for another thread to get work.
|
|
std::this_thread::yield();
|
|
}
|
|
}
|
|
|
|
} // namespace VideoCommon::Shader
|