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@ -2,7 +2,6 @@ |
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <chrono>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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@ -111,38 +110,44 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device, |
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VideoCommon::Shader::CompilerSettings compiler_settings, |
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const VideoCommon::Shader::Registry& registry, |
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VAddr cpu_addr) { |
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auto params = std::make_unique<WorkerParams>(); |
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params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL; |
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params->device = &device; |
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params->shader_type = shader_type; |
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params->uid = uid; |
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params->code = std::move(code); |
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params->code_b = std::move(code_b); |
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params->main_offset = main_offset; |
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params->compiler_settings = compiler_settings; |
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params->registry = ®istry; |
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params->cpu_address = cpu_addr; |
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WorkerParams params{ |
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.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL, |
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.device = &device, |
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.shader_type = shader_type, |
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.uid = uid, |
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.code = std::move(code), |
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.code_b = std::move(code_b), |
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.main_offset = main_offset, |
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.compiler_settings = compiler_settings, |
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.registry = ®istry, |
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.cpu_address = cpu_addr, |
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}; |
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std::unique_lock lock(queue_mutex); |
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pending_queue.push(std::move(params)); |
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cv.notify_one(); |
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} |
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void AsyncShaders::QueueVulkanShader( |
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Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings, |
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Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding, |
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std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders, |
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Vulkan::FixedPipelineState fixed_state) { |
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auto params = std::make_unique<WorkerParams>(); |
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params->backend = Backend::Vulkan; |
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params->pp_cache = pp_cache; |
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params->bindings = bindings; |
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params->program = program; |
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params->renderpass_params = renderpass_params; |
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params->padding = padding; |
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params->shaders = shaders; |
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params->fixed_state = fixed_state; |
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void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, |
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const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler, |
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Vulkan::VKDescriptorPool& descriptor_pool, |
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Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue, |
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Vulkan::VKRenderPassCache& renderpass_cache, |
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std::vector<VkDescriptorSetLayoutBinding> bindings, |
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Vulkan::SPIRVProgram program, |
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Vulkan::GraphicsPipelineCacheKey key) { |
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WorkerParams params{ |
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.backend = Backend::Vulkan, |
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.pp_cache = pp_cache, |
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.vk_device = &device, |
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.scheduler = &scheduler, |
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.descriptor_pool = &descriptor_pool, |
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.update_descriptor_queue = &update_descriptor_queue, |
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.renderpass_cache = &renderpass_cache, |
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.bindings = bindings, |
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.program = program, |
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.key = key, |
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}; |
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std::unique_lock lock(queue_mutex); |
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pending_queue.push(std::move(params)); |
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@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader( |
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} |
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void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) { |
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using namespace std::chrono_literals; |
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while (!is_thread_exiting.load(std::memory_order_relaxed)) { |
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std::unique_lock lock{queue_mutex}; |
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cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; }); |
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@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context |
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} |
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// Pull work from queue
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auto work = std::move(pending_queue.front()); |
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WorkerParams work = std::move(pending_queue.front()); |
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pending_queue.pop(); |
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lock.unlock(); |
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if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) { |
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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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if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) { |
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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 auto scope = context->Acquire(); |
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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.backend = work->backend; |
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result.cpu_address = work->cpu_address; |
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result.uid = work->uid; |
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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.shader_type = work->shader_type; |
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if (work->backend == Backend::OpenGL) { |
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result.backend = work.backend; |
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result.cpu_address = work.cpu_address; |
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result.uid = work.uid; |
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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.shader_type = work.shader_type; |
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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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} else if (work->backend == 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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} |
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work.reset(); |
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{ |
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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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} |
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} else if (work->backend == Backend::Vulkan) { |
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Vulkan::GraphicsPipelineCacheKey params_key{ |
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.renderpass_params = work->renderpass_params, |
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.padding = work->padding, |
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.shaders = work->shaders, |
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.fixed_state = work->fixed_state, |
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}; |
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} else if (work.backend == Backend::Vulkan) { |
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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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*work.vk_device, *work.scheduler, *work.descriptor_pool, |
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*work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings, |
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work.program); |
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work->pp_cache->EmplacePipeline(std::move(pipeline)); |
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work.reset(); |
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work.pp_cache->EmplacePipeline(std::move(pipeline)); |
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} |
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// Give a chance for another thread to get work.
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std::this_thread::yield(); |
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} |
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} |
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