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shader: Improve object pool

This commit is contained in:
ReinUsesLisp 2021-02-15 00:09:11 -03:00 committed by ameerj
parent 1c0b8bca5e
commit d5d468cf2c
3 changed files with 66 additions and 50 deletions
src/shader_recompiler

View file

@ -269,7 +269,7 @@ bool SearchNode(const Tree& tree, ConstNode stmt, size_t& offset) {
class GotoPass {
public:
explicit GotoPass(std::span<Block* const> blocks, ObjectPool<Statement, 64>& stmt_pool)
explicit GotoPass(std::span<Block* const> blocks, ObjectPool<Statement>& stmt_pool)
: pool{stmt_pool} {
std::vector gotos{BuildUnorderedTreeGetGotos(blocks)};
fmt::print(stdout, "BEFORE\n{}\n", DumpTree(root_stmt.children));
@ -554,7 +554,7 @@ private:
return offset;
}
ObjectPool<Statement, 64>& pool;
ObjectPool<Statement>& pool;
Statement root_stmt{FunctionTag{}};
};
@ -589,7 +589,7 @@ Block* TryFindForwardBlock(const Statement& stmt) {
class TranslatePass {
public:
TranslatePass(ObjectPool<Inst>& inst_pool_, ObjectPool<Block>& block_pool_,
ObjectPool<Statement, 64>& stmt_pool_, Statement& root_stmt,
ObjectPool<Statement>& stmt_pool_, Statement& root_stmt,
const std::function<void(IR::Block*)>& func_, BlockList& block_list_)
: stmt_pool{stmt_pool_}, inst_pool{inst_pool_}, block_pool{block_pool_}, func{func_},
block_list{block_list_} {
@ -720,7 +720,7 @@ private:
return block;
}
ObjectPool<Statement, 64>& stmt_pool;
ObjectPool<Statement>& stmt_pool;
ObjectPool<Inst>& inst_pool;
ObjectPool<Block>& block_pool;
const std::function<void(IR::Block*)>& func;
@ -731,7 +731,7 @@ private:
BlockList VisitAST(ObjectPool<Inst>& inst_pool, ObjectPool<Block>& block_pool,
std::span<Block* const> unordered_blocks,
const std::function<void(Block*)>& func) {
ObjectPool<Statement, 64> stmt_pool;
ObjectPool<Statement> stmt_pool{64};
GotoPass goto_pass{unordered_blocks, stmt_pool};
BlockList block_list;
TranslatePass translate_pass{inst_pool, block_pool, stmt_pool, goto_pass.RootStatement(),

View file

@ -37,7 +37,7 @@ void RunDatabase() {
ForEachFile("D:\\Shaders\\Database", [&](const std::filesystem::path& path) {
map.emplace_back(std::make_unique<FileEnvironment>(path.string().c_str()));
});
auto block_pool{std::make_unique<ObjectPool<Flow::Block>>()};
ObjectPool<Flow::Block> block_pool;
using namespace std::chrono;
auto t0 = high_resolution_clock::now();
int N = 1;
@ -48,8 +48,8 @@ void RunDatabase() {
// fmt::print(stdout, "Decoding {}\n", path.string());
const Location start_address{0};
block_pool->ReleaseContents();
Flow::CFG cfg{*env, *block_pool, start_address};
block_pool.ReleaseContents();
Flow::CFG cfg{*env, block_pool, start_address};
// fmt::print(stdout, "{}\n", cfg->Dot());
// IR::Program program{env, cfg};
// Optimize(program);
@ -63,18 +63,18 @@ void RunDatabase() {
int main() {
// RunDatabase();
auto flow_block_pool{std::make_unique<ObjectPool<Flow::Block>>()};
auto inst_pool{std::make_unique<ObjectPool<IR::Inst>>()};
auto block_pool{std::make_unique<ObjectPool<IR::Block>>()};
ObjectPool<Flow::Block> flow_block_pool;
ObjectPool<IR::Inst> inst_pool;
ObjectPool<IR::Block> block_pool;
// FileEnvironment env{"D:\\Shaders\\Database\\Oninaki\\CS8F146B41DB6BD826.bin"};
FileEnvironment env{"D:\\Shaders\\shader.bin"};
block_pool->ReleaseContents();
inst_pool->ReleaseContents();
flow_block_pool->ReleaseContents();
Flow::CFG cfg{env, *flow_block_pool, 0};
block_pool.ReleaseContents();
inst_pool.ReleaseContents();
flow_block_pool.ReleaseContents();
Flow::CFG cfg{env, flow_block_pool, 0};
fmt::print(stdout, "{}\n", cfg.Dot());
IR::Program program{TranslateProgram(*inst_pool, *block_pool, env, cfg)};
IR::Program program{TranslateProgram(inst_pool, block_pool, env, cfg)};
fmt::print(stdout, "{}\n", IR::DumpProgram(program));
Backend::SPIRV::EmitSPIRV spirv{program};
}

View file

@ -10,19 +10,11 @@
namespace Shader {
template <typename T, size_t chunk_size = 8192>
template <typename T>
requires std::is_destructible_v<T> class ObjectPool {
public:
~ObjectPool() {
std::unique_ptr<Chunk> tree_owner;
Chunk* chunk{&root};
while (chunk) {
for (size_t obj_id = chunk->free_objects; obj_id < chunk_size; ++obj_id) {
chunk->storage[obj_id].object.~T();
}
tree_owner = std::move(chunk->next);
chunk = tree_owner.get();
}
explicit ObjectPool(size_t chunk_size = 8192) : new_chunk_size{chunk_size} {
node = &chunks.emplace_back(new_chunk_size);
}
template <typename... Args>
@ -31,17 +23,21 @@ public:
}
void ReleaseContents() {
Chunk* chunk{&root};
while (chunk) {
if (chunk->free_objects == chunk_size) {
break;
}
for (; chunk->free_objects < chunk_size; ++chunk->free_objects) {
chunk->storage[chunk->free_objects].object.~T();
}
chunk = chunk->next.get();
if (chunks.empty()) {
return;
}
Chunk& root{chunks.front()};
if (root.used_objects == root.num_objects) {
// Root chunk has been filled, squash allocations into it
const size_t total_objects{root.num_objects + new_chunk_size * (chunks.size() - 1)};
chunks.clear();
chunks.emplace_back(total_objects);
chunks.shrink_to_fit();
} else {
root.Release();
chunks.resize(1);
chunks.shrink_to_fit();
}
node = &root;
}
private:
@ -58,31 +54,51 @@ private:
};
struct Chunk {
size_t free_objects = chunk_size;
std::array<Storage, chunk_size> storage;
std::unique_ptr<Chunk> next;
explicit Chunk() = default;
explicit Chunk(size_t size)
: num_objects{size}, storage{std::make_unique<Storage[]>(size)} {}
Chunk& operator=(Chunk&& rhs) noexcept {
Release();
used_objects = std::exchange(rhs.used_objects, 0);
num_objects = std::exchange(rhs.num_objects, 0);
storage = std::move(rhs.storage);
}
Chunk(Chunk&& rhs) noexcept
: used_objects{std::exchange(rhs.used_objects, 0)},
num_objects{std::exchange(rhs.num_objects, 0)}, storage{std::move(rhs.storage)} {}
~Chunk() {
Release();
}
void Release() {
std::destroy_n(storage.get(), used_objects);
used_objects = 0;
}
size_t used_objects{};
size_t num_objects{};
std::unique_ptr<Storage[]> storage;
};
[[nodiscard]] T* Memory() {
Chunk* const chunk{FreeChunk()};
return &chunk->storage[--chunk->free_objects].object;
return &chunk->storage[chunk->used_objects++].object;
}
[[nodiscard]] Chunk* FreeChunk() {
if (node->free_objects > 0) {
if (node->used_objects != node->num_objects) {
return node;
}
if (node->next) {
node = node->next.get();
return node;
}
node->next = std::make_unique<Chunk>();
node = node->next.get();
node = &chunks.emplace_back(new_chunk_size);
return node;
}
Chunk* node{&root};
Chunk root;
Chunk* node{};
std::vector<Chunk> chunks;
size_t new_chunk_size{};
};
} // namespace Shader