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Merge pull request #9708 from ameerj/gl-context-flush

gl_shader_cache: Force context flush when loading disk shader cache
This commit is contained in:
liamwhite 2023-02-01 22:38:13 -05:00 committed by GitHub
commit 8a33f8bd30
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 49 additions and 16 deletions

View file

@ -30,7 +30,7 @@ bool ComputePipelineKey::operator==(const ComputePipelineKey& rhs) const noexcep
ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cache_,
BufferCache& buffer_cache_, ProgramManager& program_manager_,
const Shader::Info& info_, std::string code,
std::vector<u32> code_v)
std::vector<u32> code_v, bool force_context_flush)
: texture_cache{texture_cache_}, buffer_cache{buffer_cache_},
program_manager{program_manager_}, info{info_} {
switch (device.GetShaderBackend()) {
@ -63,6 +63,15 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
writes_global_memory = !use_storage_buffers &&
std::ranges::any_of(info.storage_buffers_descriptors,
[](const auto& desc) { return desc.is_written; });
if (force_context_flush) {
std::scoped_lock lock{built_mutex};
built_fence.Create();
// Flush this context to ensure compilation commands and fence are in the GPU pipe.
glFlush();
built_condvar.notify_one();
} else {
is_built = true;
}
}
void ComputePipeline::Configure() {
@ -142,6 +151,9 @@ void ComputePipeline::Configure() {
}
texture_cache.FillComputeImageViews(std::span(views.data(), views.size()));
if (!is_built) {
WaitForBuild();
}
if (assembly_program.handle != 0) {
program_manager.BindComputeAssemblyProgram(assembly_program.handle);
} else {
@ -223,4 +235,13 @@ void ComputePipeline::Configure() {
}
}
void ComputePipeline::WaitForBuild() {
if (built_fence.handle == 0) {
std::unique_lock lock{built_mutex};
built_condvar.wait(lock, [this] { return built_fence.handle != 0; });
}
ASSERT(glClientWaitSync(built_fence.handle, 0, GL_TIMEOUT_IGNORED) != GL_WAIT_FAILED);
is_built = true;
}
} // namespace OpenGL

View file

@ -50,7 +50,8 @@ class ComputePipeline {
public:
explicit ComputePipeline(const Device& device, TextureCache& texture_cache_,
BufferCache& buffer_cache_, ProgramManager& program_manager_,
const Shader::Info& info_, std::string code, std::vector<u32> code_v);
const Shader::Info& info_, std::string code, std::vector<u32> code_v,
bool force_context_flush = false);
void Configure();
@ -65,6 +66,8 @@ public:
}
private:
void WaitForBuild();
TextureCache& texture_cache;
BufferCache& buffer_cache;
Tegra::MemoryManager* gpu_memory;
@ -81,6 +84,11 @@ private:
bool use_storage_buffers{};
bool writes_global_memory{};
std::mutex built_mutex;
std::condition_variable built_condvar;
OGLSync built_fence{};
bool is_built{false};
};
} // namespace OpenGL

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@ -176,7 +176,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
std::array<std::string, 5> sources,
std::array<std::vector<u32>, 5> sources_spirv,
const std::array<const Shader::Info*, 5>& infos,
const GraphicsPipelineKey& key_)
const GraphicsPipelineKey& key_, bool force_context_flush)
: texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_},
state_tracker{state_tracker_}, key{key_} {
if (shader_notify) {
@ -231,7 +231,8 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
const bool in_parallel = thread_worker != nullptr;
const auto backend = device.GetShaderBackend();
auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
shader_notify, backend, in_parallel](ShaderContext::Context*) mutable {
shader_notify, backend, in_parallel,
force_context_flush](ShaderContext::Context*) mutable {
for (size_t stage = 0; stage < 5; ++stage) {
switch (backend) {
case Settings::ShaderBackend::GLSL:
@ -251,7 +252,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
break;
}
}
if (in_parallel) {
if (force_context_flush || in_parallel) {
std::scoped_lock lock{built_mutex};
built_fence.Create();
// Flush this context to ensure compilation commands and fence are in the GPU pipe.

View file

@ -78,7 +78,7 @@ public:
std::array<std::string, 5> sources,
std::array<std::vector<u32>, 5> sources_spirv,
const std::array<const Shader::Info*, 5>& infos,
const GraphicsPipelineKey& key_);
const GraphicsPipelineKey& key_, bool force_context_flush = false);
void Configure(bool is_indexed) {
configure_func(this, is_indexed);

View file

@ -286,7 +286,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
file.read(reinterpret_cast<char*>(&key), sizeof(key));
queue_work([this, key, env = std::move(env), &state, &callback](Context* ctx) mutable {
ctx->pools.ReleaseContents();
auto pipeline{CreateComputePipeline(ctx->pools, key, env)};
auto pipeline{CreateComputePipeline(ctx->pools, key, env, true)};
std::scoped_lock lock{state.mutex};
if (pipeline) {
compute_cache.emplace(key, std::move(pipeline));
@ -307,7 +307,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
env_ptrs.push_back(&env);
}
ctx->pools.ReleaseContents();
auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false)};
auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false, true)};
std::scoped_lock lock{state.mutex};
if (pipeline) {
graphics_cache.emplace(key, std::move(pipeline));
@ -439,7 +439,8 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline() {
std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
std::span<Shader::Environment* const> envs, bool build_in_parallel) try {
std::span<Shader::Environment* const> envs, bool use_shader_workers,
bool force_context_flush) try {
LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash());
size_t env_index{};
u32 total_storage_buffers{};
@ -531,10 +532,10 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
}
previous_program = &program;
}
auto* const thread_worker{build_in_parallel ? workers.get() : nullptr};
auto* const thread_worker{use_shader_workers ? workers.get() : nullptr};
return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, program_manager,
state_tracker, thread_worker, &shader_notify, sources,
sources_spirv, infos, key);
sources_spirv, infos, key, force_context_flush);
} catch (Shader::Exception& exception) {
LOG_ERROR(Render_OpenGL, "{}", exception.what());
@ -559,8 +560,8 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
}
std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
ShaderContext::ShaderPools& pools, const ComputePipelineKey& key,
Shader::Environment& env) try {
ShaderContext::ShaderPools& pools, const ComputePipelineKey& key, Shader::Environment& env,
bool force_context_flush) try {
LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash());
Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};
@ -589,7 +590,7 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
}
return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, program_manager,
program.info, code, code_spirv);
program.info, code, code_spirv, force_context_flush);
} catch (Shader::Exception& exception) {
LOG_ERROR(Render_OpenGL, "{}", exception.what());
return nullptr;

View file

@ -50,14 +50,16 @@ private:
std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
std::span<Shader::Environment* const> envs, bool build_in_parallel);
std::span<Shader::Environment* const> envs, bool use_shader_workers,
bool force_context_flush = false);
std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineKey& key,
const VideoCommon::ShaderInfo* shader);
std::unique_ptr<ComputePipeline> CreateComputePipeline(ShaderContext::ShaderPools& pools,
const ComputePipelineKey& key,
Shader::Environment& env);
Shader::Environment& env,
bool force_context_flush = false);
std::unique_ptr<ShaderWorker> CreateWorkers() const;