mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
Address feedback. Bruteforce delete duplicates
This commit is contained in:
parent
6ac97405df
commit
4539073ce1
7 changed files with 115 additions and 79 deletions
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@ -54,7 +54,7 @@ public:
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return renderpass;
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return renderpass;
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}
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}
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const GraphicsPipelineCacheKey& GetCacheKey() {
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const GraphicsPipelineCacheKey& GetCacheKey() const {
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return m_key;
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return m_key;
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}
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}
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@ -205,20 +205,20 @@ std::array<Shader*, Maxwell::MaxShaderProgram> VKPipelineCache::GetShaders() {
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return last_shaders = shaders;
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return last_shaders = shaders;
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}
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}
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VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
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VKGraphicsPipeline* VKPipelineCache::GetGraphicsPipeline(
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const GraphicsPipelineCacheKey& key, VideoCommon::Shader::AsyncShaders& async_shaders) {
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const GraphicsPipelineCacheKey& key, VideoCommon::Shader::AsyncShaders& async_shaders) {
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MICROPROFILE_SCOPE(Vulkan_PipelineCache);
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MICROPROFILE_SCOPE(Vulkan_PipelineCache);
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if (last_graphics_pipeline && last_graphics_key == key) {
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if (last_graphics_pipeline && last_graphics_key == key) {
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return *last_graphics_pipeline;
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return last_graphics_pipeline;
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}
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}
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last_graphics_key = key;
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last_graphics_key = key;
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if (device.UseAsynchronousShaders()) {
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if (device.UseAsynchronousShaders()) {
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auto work = async_shaders.GetCompletedWork();
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auto work = async_shaders.GetCompletedWork();
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for (std::size_t i = 0; i < work.size(); ++i) {
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for (auto& w : work) {
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auto& entry = graphics_cache.at(work[i].pipeline->GetCacheKey());
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auto& entry = graphics_cache.at(w.pipeline->GetCacheKey());
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entry = std::move(work[i].pipeline);
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entry = std::move(w.pipeline);
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}
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}
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
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if (is_cache_miss) {
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if (is_cache_miss) {
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@ -227,7 +227,8 @@ VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
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async_shaders.QueueVulkanShader(this, bindings, program, key.renderpass_params,
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async_shaders.QueueVulkanShader(this, bindings, program, key.renderpass_params,
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key.padding, key.shaders, key.fixed_state);
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key.padding, key.shaders, key.fixed_state);
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}
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}
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return *(last_graphics_pipeline = graphics_cache.at(key).get());
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last_graphics_pipeline = graphics_cache.at(key).get();
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return last_graphics_pipeline;
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}
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}
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
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@ -239,7 +240,8 @@ VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
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update_descriptor_queue, renderpass_cache, key,
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update_descriptor_queue, renderpass_cache, key,
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bindings, program);
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bindings, program);
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}
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}
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return *(last_graphics_pipeline = entry.get());
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last_graphics_pipeline = entry.get();
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return last_graphics_pipeline;
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}
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}
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VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCacheKey& key) {
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VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCacheKey& key) {
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@ -153,31 +153,46 @@ public:
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std::array<Shader*, Maxwell::MaxShaderProgram> GetShaders();
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std::array<Shader*, Maxwell::MaxShaderProgram> GetShaders();
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VKGraphicsPipeline& GetGraphicsPipeline(const GraphicsPipelineCacheKey& key,
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VKGraphicsPipeline* GetGraphicsPipeline(const GraphicsPipelineCacheKey& key,
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VideoCommon::Shader::AsyncShaders& async_shaders);
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VideoCommon::Shader::AsyncShaders& async_shaders);
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VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
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VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
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const VKDevice& GetDevice() {
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const VKDevice& GetDevice() const {
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return device;
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return device;
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}
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}
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VKScheduler& GetScheduler() {
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VKScheduler& GetScheduler() {
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return scheduler;
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return scheduler;
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}
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}
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const VKScheduler& GetScheduler() const {
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return scheduler;
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}
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VKDescriptorPool& GetDescriptorPool() {
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VKDescriptorPool& GetDescriptorPool() {
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return descriptor_pool;
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return descriptor_pool;
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}
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}
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const VKDescriptorPool& GetDescriptorPool() const {
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return descriptor_pool;
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}
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VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
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VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
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return update_descriptor_queue;
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return update_descriptor_queue;
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}
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}
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const VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() const {
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return update_descriptor_queue;
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}
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VKRenderPassCache& GetRenderpassCache() {
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VKRenderPassCache& GetRenderpassCache() {
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return renderpass_cache;
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return renderpass_cache;
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}
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}
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const VKRenderPassCache& GetRenderpassCache() const {
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return renderpass_cache;
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}
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protected:
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protected:
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void OnShaderRemoval(Shader* shader) final;
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void OnShaderRemoval(Shader* shader) final;
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@ -404,10 +404,12 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
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wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
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wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
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scheduler.SetQueryCache(query_cache);
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scheduler.SetQueryCache(query_cache);
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if (device.UseAsynchronousShaders()) {
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if (device.UseAsynchronousShaders()) {
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// The following is subject to move into the allocate workers method, to be api agnostic
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// Max worker threads we should allow
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// Max worker threads we should allow
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constexpr auto MAX_THREADS = 2u;
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constexpr u32 MAX_THREADS = 4;
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// Amount of threads we should reserve for other parts of yuzu
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// Amount of threads we should reserve for other parts of yuzu
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constexpr auto RESERVED_THREADS = 6u;
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constexpr u32 RESERVED_THREADS = 6;
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// Get the amount of threads we can use(this can return zero)
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// Get the amount of threads we can use(this can return zero)
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const auto cpu_thread_count =
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const auto cpu_thread_count =
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std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
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std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
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@ -456,16 +458,16 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
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key.renderpass_params = GetRenderPassParams(texceptions);
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key.renderpass_params = GetRenderPassParams(texceptions);
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key.padding = 0;
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key.padding = 0;
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auto& pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
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auto pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
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if (&pipeline == nullptr || pipeline.GetHandle() == VK_NULL_HANDLE) {
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if (pipeline == nullptr || pipeline->GetHandle() == VK_NULL_HANDLE) {
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// Async graphics pipeline was not ready.
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// Async graphics pipeline was not ready.
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system.GPU().TickWork();
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system.GPU().TickWork();
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return;
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return;
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}
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}
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scheduler.BindGraphicsPipeline(pipeline.GetHandle());
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scheduler.BindGraphicsPipeline(pipeline->GetHandle());
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const auto renderpass = pipeline.GetRenderPass();
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const auto renderpass = pipeline->GetRenderPass();
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const auto [framebuffer, render_area] = ConfigureFramebuffers(renderpass);
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const auto [framebuffer, render_area] = ConfigureFramebuffers(renderpass);
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scheduler.RequestRenderpass(renderpass, framebuffer, render_area);
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scheduler.RequestRenderpass(renderpass, framebuffer, render_area);
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@ -475,8 +477,8 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
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BeginTransformFeedback();
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BeginTransformFeedback();
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const auto pipeline_layout = pipeline.GetLayout();
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const auto pipeline_layout = pipeline->GetLayout();
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const auto descriptor_set = pipeline.CommitDescriptorSet();
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const auto descriptor_set = pipeline->CommitDescriptorSet();
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scheduler.Record([pipeline_layout, descriptor_set, draw_params](vk::CommandBuffer cmdbuf) {
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scheduler.Record([pipeline_layout, descriptor_set, draw_params](vk::CommandBuffer cmdbuf) {
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if (descriptor_set) {
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if (descriptor_set) {
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout,
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout,
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@ -287,7 +287,6 @@ private:
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VKMemoryManager& memory_manager;
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VKMemoryManager& memory_manager;
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StateTracker& state_tracker;
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StateTracker& state_tracker;
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VKScheduler& scheduler;
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VKScheduler& scheduler;
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VideoCommon::Shader::AsyncShaders async_shaders;
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VKStagingBufferPool staging_pool;
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VKStagingBufferPool staging_pool;
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VKDescriptorPool descriptor_pool;
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VKDescriptorPool descriptor_pool;
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@ -307,6 +306,7 @@ private:
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vk::Buffer default_buffer;
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vk::Buffer default_buffer;
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VKMemoryCommit default_buffer_commit;
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VKMemoryCommit default_buffer_commit;
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vk::Event wfi_event;
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vk::Event wfi_event;
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VideoCommon::Shader::AsyncShaders async_shaders;
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std::array<View, Maxwell::NumRenderTargets> color_attachments;
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std::array<View, Maxwell::NumRenderTargets> color_attachments;
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View zeta_attachment;
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View zeta_attachment;
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@ -111,20 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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VideoCommon::Shader::CompilerSettings compiler_settings,
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VideoCommon::Shader::CompilerSettings compiler_settings,
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const VideoCommon::Shader::Registry& registry,
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const VideoCommon::Shader::Registry& registry,
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VAddr cpu_addr) {
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VAddr cpu_addr) {
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WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
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auto p = std::make_unique<WorkerParams>();
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: AsyncShaders::Backend::OpenGL,
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p->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
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&device,
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p->device = &device;
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shader_type,
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p->shader_type = shader_type;
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uid,
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p->uid = uid;
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std::move(code),
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p->code = std::move(code);
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std::move(code_b),
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p->code_b = std::move(code_b);
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main_offset,
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p->main_offset = main_offset;
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compiler_settings,
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p->compiler_settings = compiler_settings;
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®istry,
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p->registry = ®istry;
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cpu_addr};
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p->cpu_address = cpu_addr;
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std::unique_lock lock(queue_mutex);
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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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pending_queue.push(std::move(p));
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cv.notify_one();
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cv.notify_one();
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}
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}
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@ -134,19 +133,19 @@ void AsyncShaders::QueueVulkanShader(
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std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
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std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
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Vulkan::FixedPipelineState fixed_state) {
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Vulkan::FixedPipelineState fixed_state) {
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WorkerParams params{
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auto p = std::make_unique<WorkerParams>();
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.backend = AsyncShaders::Backend::Vulkan,
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.pp_cache = pp_cache,
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p->backend = Backend::Vulkan;
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.bindings = bindings,
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p->pp_cache = pp_cache;
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.program = program,
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p->bindings = bindings;
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.renderpass_params = renderpass_params,
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p->program = program;
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.padding = padding,
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p->renderpass_params = renderpass_params;
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.shaders = shaders,
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p->padding = padding;
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.fixed_state = fixed_state,
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p->shaders = shaders;
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};
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p->fixed_state = fixed_state;
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std::unique_lock lock(queue_mutex);
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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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pending_queue.push(std::move(p));
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cv.notify_one();
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cv.notify_one();
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}
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}
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@ -168,64 +167,82 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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if (pending_queue.empty()) {
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if (pending_queue.empty()) {
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continue;
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continue;
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}
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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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// Pull work from queue
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auto work = std::move(pending_queue.front());
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pending_queue.pop();
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lock.unlock();
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lock.unlock();
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
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work.backend == AsyncShaders::Backend::GLASM) {
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VideoCommon::Shader::Registry registry = *work->registry;
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VideoCommon::Shader::Registry registry = *work.registry;
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const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry);
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
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const auto scope = context->Acquire();
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const auto scope = context->Acquire();
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auto program =
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auto program =
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OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
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OpenGL::BuildShader(*work->device, work->shader_type, work->uid, ir, registry);
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Result result{};
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Result result{};
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result.backend = work.backend;
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result.backend = work->backend;
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result.cpu_address = work.cpu_address;
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result.cpu_address = work->cpu_address;
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result.uid = work.uid;
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result.uid = work->uid;
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result.code = std::move(work.code);
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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.code_b = std::move(work->code_b);
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result.shader_type = work.shader_type;
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result.shader_type = work->shader_type;
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// LOG_CRITICAL(Render_Vulkan, "Shader hast been Compiled \t0x{:016X} id {}",
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// result.uid, id);
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if (work.backend == AsyncShaders::Backend::OpenGL) {
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if (work->backend == Backend::OpenGL) {
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result.program.opengl = std::move(program->source_program);
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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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} else if (work->backend == Backend::GLASM) {
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result.program.glasm = std::move(program->assembly_program);
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result.program.glasm = std::move(program->assembly_program);
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}
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}
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work.reset();
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{
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{
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std::unique_lock complete_lock(completed_mutex);
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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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finished_work.push_back(std::move(result));
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}
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}
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} else if (work->backend == Backend::Vulkan) {
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} else if (work.backend == AsyncShaders::Backend::Vulkan) {
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Vulkan::GraphicsPipelineCacheKey params_key{
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Vulkan::GraphicsPipelineCacheKey params_key{
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work.renderpass_params,
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.renderpass_params = work->renderpass_params,
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work.padding,
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.padding = work->padding,
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work.shaders,
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.shaders = work->shaders,
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work.fixed_state,
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.fixed_state = work->fixed_state,
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};
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};
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{
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std::unique_lock find_lock{completed_mutex};
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for (size_t i = 0; i < finished_work.size(); ++i) {
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// This loop deletes duplicate pipelines in finished_work
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// in favor of the pipeline about to be created
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if (finished_work[i].pipeline &&
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finished_work[i].pipeline->GetCacheKey().Hash() == params_key.Hash()) {
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LOG_CRITICAL(Render_Vulkan,
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"Pipeliene was already here \t0x{:016X} matches 0x{:016X} ",
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params_key.Hash(),
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finished_work[i].pipeline->GetCacheKey().Hash());
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finished_work.erase(finished_work.begin() + i);
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}
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}
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find_lock.unlock();
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}
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auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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work->pp_cache->GetDevice(), work->pp_cache->GetScheduler(),
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work->pp_cache->GetDescriptorPool(), work->pp_cache->GetUpdateDescriptorQueue(),
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work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program);
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{
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{
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std::unique_lock complete_lock(completed_mutex);
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std::unique_lock complete_lock(completed_mutex);
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// Duplicate creation of pipelines leads to instability and crashing, caused by a
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// race condition but band-aid solution is locking the making of the pipeline
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// results in only one pipeline created at a time.
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Result result{
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Result result{
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.backend = work.backend,
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.backend = Backend::Vulkan,
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.pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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.pipeline = std::move(pipeline),
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work.pp_cache->GetDevice(), work.pp_cache->GetScheduler(),
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work.pp_cache->GetDescriptorPool(),
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work.pp_cache->GetUpdateDescriptorQueue(),
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||||||
work.pp_cache->GetRenderpassCache(), params_key, work.bindings,
|
|
||||||
work.program),
|
|
||||||
};
|
};
|
||||||
|
|
||||||
finished_work.push_back(std::move(result));
|
finished_work.push_back(std::move(result));
|
||||||
|
complete_lock.unlock();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// Give a chance for another thread to get work. Lessens duplicates
|
||||||
|
std::this_thread::yield();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -100,7 +100,7 @@ private:
|
||||||
bool HasWorkQueued();
|
bool HasWorkQueued();
|
||||||
|
|
||||||
struct WorkerParams {
|
struct WorkerParams {
|
||||||
AsyncShaders::Backend backend;
|
Backend backend;
|
||||||
// For OGL
|
// For OGL
|
||||||
const OpenGL::Device* device;
|
const OpenGL::Device* device;
|
||||||
Tegra::Engines::ShaderType shader_type;
|
Tegra::Engines::ShaderType shader_type;
|
||||||
|
@ -128,7 +128,7 @@ private:
|
||||||
std::atomic<bool> is_thread_exiting{};
|
std::atomic<bool> is_thread_exiting{};
|
||||||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
||||||
std::vector<std::thread> worker_threads;
|
std::vector<std::thread> worker_threads;
|
||||||
std::deque<WorkerParams> pending_queue;
|
std::queue<std::unique_ptr<WorkerParams>> pending_queue;
|
||||||
std::vector<AsyncShaders::Result> finished_work;
|
std::vector<AsyncShaders::Result> finished_work;
|
||||||
Core::Frontend::EmuWindow& emu_window;
|
Core::Frontend::EmuWindow& emu_window;
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue