2
1
Fork 0
mirror of https://github.com/yuzu-emu/yuzu.git synced 2024-07-04 23:31:19 +01:00

Address feedback, add shader compile notifier, update setting text

This commit is contained in:
ameerj 2020-08-02 13:05:41 -04:00
parent c02464f64e
commit 31a76410e8
9 changed files with 115 additions and 160 deletions

View file

@ -202,6 +202,7 @@ public:
return reported_extensions;
}
/// Returns true if the setting for async shader compilation is enabled.
bool UseAsynchronousShaders() const {
return use_asynchronous_shaders;
}
@ -255,7 +256,9 @@ private:
bool ext_custom_border_color{}; ///< Support for VK_EXT_custom_border_color.
bool ext_extended_dynamic_state{}; ///< Support for VK_EXT_extended_dynamic_state.
bool nv_device_diagnostics_config{}; ///< Support for VK_NV_device_diagnostics_config.
bool use_asynchronous_shaders{};
// Asynchronous Graphics Pipeline setting
bool use_asynchronous_shaders{}; ///< Setting to use asynchronous shaders/graphics pipeline
// Telemetry parameters
std::string vendor_name; ///< Device's driver name.

View file

@ -78,14 +78,15 @@ VKGraphicsPipeline::VKGraphicsPipeline(const VKDevice& device, VKScheduler& sche
const GraphicsPipelineCacheKey& key,
vk::Span<VkDescriptorSetLayoutBinding> bindings,
const SPIRVProgram& program)
: device{device}, scheduler{scheduler}, fixed_state{key.fixed_state}, hash{key.Hash()},
: device{device}, scheduler{scheduler}, hash{key.Hash()}, cache_key{key},
descriptor_set_layout{CreateDescriptorSetLayout(bindings)},
descriptor_allocator{descriptor_pool, *descriptor_set_layout},
update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
descriptor_template{CreateDescriptorUpdateTemplate(program)}, modules{CreateShaderModules(
program)},
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)},
pipeline{CreatePipeline(key.renderpass_params, program)}, m_key{key} {}
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)}, pipeline{CreatePipeline(
key.renderpass_params,
program)} {}
VKGraphicsPipeline::~VKGraphicsPipeline() = default;
@ -180,7 +181,7 @@ std::vector<vk::ShaderModule> VKGraphicsPipeline::CreateShaderModules(
vk::Pipeline VKGraphicsPipeline::CreatePipeline(const RenderPassParams& renderpass_params,
const SPIRVProgram& program) const {
const auto& state = fixed_state;
const auto& state = cache_key.fixed_state;
const auto& viewport_swizzles = state.viewport_swizzles;
FixedPipelineState::DynamicState dynamic;

View file

@ -19,7 +19,27 @@ namespace Vulkan {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
struct GraphicsPipelineCacheKey;
struct GraphicsPipelineCacheKey {
RenderPassParams renderpass_params;
u32 padding;
std::array<GPUVAddr, Maxwell::MaxShaderProgram> shaders;
FixedPipelineState fixed_state;
std::size_t Hash() const noexcept;
bool operator==(const GraphicsPipelineCacheKey& rhs) const noexcept;
bool operator!=(const GraphicsPipelineCacheKey& rhs) const noexcept {
return !operator==(rhs);
}
std::size_t Size() const noexcept {
return sizeof(renderpass_params) + sizeof(padding) + sizeof(shaders) + fixed_state.Size();
}
};
static_assert(std::has_unique_object_representations_v<GraphicsPipelineCacheKey>);
static_assert(std::is_trivially_copyable_v<GraphicsPipelineCacheKey>);
static_assert(std::is_trivially_constructible_v<GraphicsPipelineCacheKey>);
class VKDescriptorPool;
class VKDevice;
@ -54,8 +74,8 @@ public:
return renderpass;
}
const GraphicsPipelineCacheKey& GetCacheKey() const {
return m_key;
GraphicsPipelineCacheKey GetCacheKey() const {
return cache_key;
}
private:
@ -74,8 +94,8 @@ private:
const VKDevice& device;
VKScheduler& scheduler;
const FixedPipelineState fixed_state;
const u64 hash;
GraphicsPipelineCacheKey cache_key;
vk::DescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;
@ -86,8 +106,6 @@ private:
VkRenderPass renderpass;
vk::Pipeline pipeline;
const GraphicsPipelineCacheKey& m_key;
};
} // namespace Vulkan

View file

@ -28,6 +28,7 @@
#include "video_core/shader/compiler_settings.h"
#include "video_core/shader/memory_util.h"
#include "video_core/shader_cache.h"
#include "video_core/shader_notify.h"
namespace Vulkan {
@ -214,27 +215,31 @@ VKGraphicsPipeline* VKPipelineCache::GetGraphicsPipeline(
}
last_graphics_key = key;
if (device.UseAsynchronousShaders()) {
if (device.UseAsynchronousShaders() && async_shaders.IsShaderAsync(system.GPU())) {
std::unique_lock lock{pipeline_cache};
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
if (is_cache_miss) {
system.GPU().ShaderNotify().MarkSharderBuilding();
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
const auto [program, bindings] = DecompileShaders(key.fixed_state);
async_shaders.QueueVulkanShader(this, bindings, program, key.renderpass_params,
key.padding, key.shaders, key.fixed_state);
async_shaders.QueueVulkanShader(this, device, scheduler, descriptor_pool,
update_descriptor_queue, renderpass_cache, bindings,
program, key);
}
last_graphics_pipeline = graphics_cache.at(key).get();
last_graphics_pipeline = pair->second.get();
return last_graphics_pipeline;
}
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
auto& entry = pair->second;
if (is_cache_miss) {
system.GPU().ShaderNotify().MarkSharderBuilding();
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
const auto [program, bindings] = DecompileShaders(key.fixed_state);
entry = std::make_unique<VKGraphicsPipeline>(device, scheduler, descriptor_pool,
update_descriptor_queue, renderpass_cache, key,
bindings, program);
system.GPU().ShaderNotify().MarkShaderComplete();
}
last_graphics_pipeline = entry.get();
return last_graphics_pipeline;
@ -294,14 +299,8 @@ VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCach
void VKPipelineCache::EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline) {
std::unique_lock lock{pipeline_cache};
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(pipeline->GetCacheKey());
auto& entry = pair->second;
if (entry) {
LOG_INFO(Render_Vulkan, "Pipeline already here 0x{:016X}", pipeline->GetCacheKey().Hash());
duplicates.push_back(std::move(pipeline));
} else {
entry = std::move(pipeline);
}
graphics_cache.at(pipeline->GetCacheKey()) = std::move(pipeline);
system.GPU().ShaderNotify().MarkShaderComplete();
}
void VKPipelineCache::OnShaderRemoval(Shader* shader) {

View file

@ -44,28 +44,6 @@ class VKUpdateDescriptorQueue;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
struct GraphicsPipelineCacheKey {
RenderPassParams renderpass_params;
u32 padding;
std::array<GPUVAddr, Maxwell::MaxShaderProgram> shaders;
FixedPipelineState fixed_state;
std::size_t Hash() const noexcept;
bool operator==(const GraphicsPipelineCacheKey& rhs) const noexcept;
bool operator!=(const GraphicsPipelineCacheKey& rhs) const noexcept {
return !operator==(rhs);
}
std::size_t Size() const noexcept {
return sizeof(renderpass_params) + sizeof(padding) + sizeof(shaders) + fixed_state.Size();
}
};
static_assert(std::has_unique_object_representations_v<GraphicsPipelineCacheKey>);
static_assert(std::is_trivially_copyable_v<GraphicsPipelineCacheKey>);
static_assert(std::is_trivially_constructible_v<GraphicsPipelineCacheKey>);
struct ComputePipelineCacheKey {
GPUVAddr shader;
u32 shared_memory_size;
@ -158,41 +136,6 @@ public:
VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
const VKDevice& GetDevice() const {
return device;
}
VKScheduler& GetScheduler() {
return scheduler;
}
const VKScheduler& GetScheduler() const {
return scheduler;
}
VKDescriptorPool& GetDescriptorPool() {
return descriptor_pool;
}
const VKDescriptorPool& GetDescriptorPool() const {
return descriptor_pool;
}
VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
return update_descriptor_queue;
}
const VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() const {
return update_descriptor_queue;
}
VKRenderPassCache& GetRenderpassCache() {
return renderpass_cache;
}
const VKRenderPassCache& GetRenderpassCache() const {
return renderpass_cache;
}
void EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline);
protected:
@ -216,7 +159,6 @@ private:
GraphicsPipelineCacheKey last_graphics_key;
VKGraphicsPipeline* last_graphics_pipeline = nullptr;
std::vector<std::unique_ptr<VKGraphicsPipeline>> duplicates;
std::mutex pipeline_cache;
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>

View file

@ -14,6 +14,7 @@
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/scope_exit.h"
#include "core/core.h"
#include "core/settings.h"
#include "video_core/engines/kepler_compute.h"
@ -408,15 +409,10 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
// Max worker threads we should allow
constexpr u32 MAX_THREADS = 4;
// Amount of threads we should reserve for other parts of yuzu
constexpr u32 RESERVED_THREADS = 6;
// 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;
// Deduce how many threads we can use
const auto threads_used = std::thread::hardware_concurrency() / 4;
// Always allow at least 1 thread regardless of our settings
const auto max_worker_count = std::max(1u, max_threads_unused);
const auto max_worker_count = std::max(1U, threads_used);
// Don't use more than MAX_THREADS
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
async_shaders.AllocateWorkers(worker_count);
@ -432,6 +428,8 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
query_cache.UpdateCounters();
SCOPE_EXIT({ system.GPU().TickWork(); });
const auto& gpu = system.GPU().Maxwell3D();
GraphicsPipelineCacheKey key;
key.fixed_state.Fill(gpu.regs, device.IsExtExtendedDynamicStateSupported());
@ -458,10 +456,9 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
key.renderpass_params = GetRenderPassParams(texceptions);
key.padding = 0;
auto pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
auto* pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
if (pipeline == nullptr || pipeline->GetHandle() == VK_NULL_HANDLE) {
// Async graphics pipeline was not ready.
system.GPU().TickWork();
return;
}
@ -488,8 +485,6 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
});
EndTransformFeedback();
system.GPU().TickWork();
}
void RasterizerVulkan::Clear() {

View file

@ -2,7 +2,6 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <chrono>
#include <condition_variable>
#include <mutex>
#include <thread>
@ -111,38 +110,44 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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 = &registry;
params->cpu_address = cpu_addr;
WorkerParams params{
.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
.device = &device,
.shader_type = shader_type,
.uid = uid,
.code = std::move(code),
.code_b = std::move(code_b),
.main_offset = main_offset,
.compiler_settings = compiler_settings,
.registry = &registry,
.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) {
void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
Vulkan::VKDescriptorPool& descriptor_pool,
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
Vulkan::VKRenderPassCache& renderpass_cache,
std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program,
Vulkan::GraphicsPipelineCacheKey key) {
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;
WorkerParams params{
.backend = Backend::Vulkan,
.pp_cache = pp_cache,
.vk_device = &device,
.scheduler = &scheduler,
.descriptor_pool = &descriptor_pool,
.update_descriptor_queue = &update_descriptor_queue,
.renderpass_cache = &renderpass_cache,
.bindings = bindings,
.program = program,
.key = key,
};
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(params));
@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader(
}
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; });
@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
}
// Pull work from queue
auto work = std::move(pending_queue.front());
WorkerParams 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);
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);
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;
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) {
if (work.backend == Backend::OpenGL) {
result.program.opengl = std::move(program->source_program);
} else if (work->backend == Backend::GLASM) {
} 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,
};
} else if (work.backend == Backend::Vulkan) {
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.vk_device, *work.scheduler, *work.descriptor_pool,
*work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
work.program);
work->pp_cache->EmplacePipeline(std::move(pipeline));
work.reset();
work.pp_cache->EmplacePipeline(std::move(pipeline));
}
// Give a chance for another thread to get work.
std::this_thread::yield();
}
}

View file

@ -86,12 +86,13 @@ public:
VideoCommon::Shader::CompilerSettings compiler_settings,
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device,
Vulkan::VKScheduler& scheduler,
Vulkan::VKDescriptorPool& descriptor_pool,
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
Vulkan::VKRenderPassCache& renderpass_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);
Vulkan::SPIRVProgram program, Vulkan::GraphicsPipelineCacheKey key);
private:
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
@ -114,12 +115,14 @@ private:
// For Vulkan
Vulkan::VKPipelineCache* pp_cache;
const Vulkan::VKDevice* vk_device;
Vulkan::VKScheduler* scheduler;
Vulkan::VKDescriptorPool* descriptor_pool;
Vulkan::VKUpdateDescriptorQueue* update_descriptor_queue;
Vulkan::VKRenderPassCache* renderpass_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;
Vulkan::GraphicsPipelineCacheKey key;
};
std::condition_variable cv;
@ -128,7 +131,7 @@ private:
std::atomic<bool> is_thread_exiting{};
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
std::vector<std::thread> worker_threads;
std::queue<std::unique_ptr<WorkerParams>> pending_queue;
std::queue<WorkerParams> pending_queue;
std::vector<AsyncShaders::Result> finished_work;
Core::Frontend::EmuWindow& emu_window;
};

View file

@ -92,7 +92,7 @@
<string>Enables asynchronous shader compilation, which may reduce shader stutter. This feature is experimental.</string>
</property>
<property name="text">
<string>Use asynchronous shader building (experimental, OpenGL or Assembly shaders only)</string>
<string>Use asynchronous shader building (experimental)</string>
</property>
</widget>
</item>