16 changed files with 598 additions and 64 deletions
-
4src/video_core/CMakeLists.txt
-
2src/video_core/gpu.cpp
-
11src/video_core/gpu.h
-
2src/video_core/renderer_opengl/gl_device.cpp
-
5src/video_core/renderer_opengl/gl_device.h
-
24src/video_core/renderer_opengl/gl_rasterizer.cpp
-
10src/video_core/renderer_opengl/gl_rasterizer.h
-
6src/video_core/renderer_opengl/gl_resource_manager.h
-
181src/video_core/renderer_opengl/gl_shader_cache.cpp
-
36src/video_core/renderer_opengl/gl_shader_cache.h
-
170src/video_core/shader/async_shaders.cpp
-
107src/video_core/shader/async_shaders.h
-
42src/video_core/shader_notify.cpp
-
29src/video_core/shader_notify.h
-
32src/yuzu/main.cpp
-
1src/yuzu/main.h
@ -0,0 +1,170 @@ |
|||
// Copyright 2020 yuzu Emulator Project
|
|||
// Licensed under GPLv2 or any later version
|
|||
// Refer to the license.txt file included.
|
|||
|
|||
#include <chrono>
|
|||
#include "video_core/engines/maxwell_3d.h"
|
|||
#include "video_core/renderer_base.h"
|
|||
#include "video_core/renderer_opengl/gl_shader_cache.h"
|
|||
#include "video_core/shader/async_shaders.h"
|
|||
|
|||
namespace VideoCommon::Shader { |
|||
AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {} |
|||
AsyncShaders::~AsyncShaders() { |
|||
KillWorkers(); |
|||
} |
|||
|
|||
void AsyncShaders::AllocateWorkers(std::size_t num_workers) { |
|||
// If we're already have workers queued or don't want to queue workers, ignore
|
|||
if (num_workers == worker_threads.size() || num_workers == 0) { |
|||
return; |
|||
} |
|||
|
|||
// If workers already exist, clear them
|
|||
if (!worker_threads.empty()) { |
|||
FreeWorkers(); |
|||
} |
|||
|
|||
// Create workers
|
|||
for (std::size_t i = 0; i < num_workers; i++) { |
|||
context_list.push_back(emu_window.CreateSharedContext()); |
|||
worker_threads.push_back(std::move( |
|||
std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get()))); |
|||
} |
|||
} |
|||
|
|||
void AsyncShaders::FreeWorkers() { |
|||
// Mark all threads to quit
|
|||
is_thread_exiting.store(true); |
|||
for (auto& thread : worker_threads) { |
|||
thread.join(); |
|||
} |
|||
// Clear our shared contexts
|
|||
context_list.clear(); |
|||
|
|||
// Clear our worker threads
|
|||
worker_threads.clear(); |
|||
} |
|||
|
|||
void AsyncShaders::KillWorkers() { |
|||
is_thread_exiting.store(true); |
|||
for (auto& thread : worker_threads) { |
|||
thread.detach(); |
|||
} |
|||
// Clear our shared contexts
|
|||
context_list.clear(); |
|||
|
|||
// Clear our worker threads
|
|||
worker_threads.clear(); |
|||
} |
|||
|
|||
bool AsyncShaders::HasWorkQueued() { |
|||
std::shared_lock lock(queue_mutex); |
|||
return !pending_queue.empty(); |
|||
} |
|||
|
|||
bool AsyncShaders::HasCompletedWork() { |
|||
std::shared_lock lock(completed_mutex); |
|||
return !finished_work.empty(); |
|||
} |
|||
|
|||
bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const { |
|||
const auto& regs = gpu.Maxwell3D().regs; |
|||
|
|||
// If something is using depth, we can assume that games are not rendering anything which will
|
|||
// be used one time.
|
|||
if (regs.zeta_enable) { |
|||
return true; |
|||
} |
|||
|
|||
// If games are using a small index count, we can assume these are full screen quads. Usually
|
|||
// these shaders are only used once for building textures so we can assume they can't be built
|
|||
// async
|
|||
if (regs.index_array.count <= 6 || regs.vertex_buffer.count <= 6) { |
|||
return false; |
|||
} |
|||
|
|||
return true; |
|||
} |
|||
|
|||
std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() { |
|||
std::vector<AsyncShaders::Result> results; |
|||
{ |
|||
std::unique_lock lock(completed_mutex); |
|||
results.assign(std::make_move_iterator(finished_work.begin()), |
|||
std::make_move_iterator(finished_work.end())); |
|||
finished_work.clear(); |
|||
} |
|||
return results; |
|||
} |
|||
|
|||
void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device, |
|||
Tegra::Engines::ShaderType shader_type, u64 uid, |
|||
std::vector<u64> code, std::vector<u64> code_b, |
|||
u32 main_offset, |
|||
VideoCommon::Shader::CompilerSettings compiler_settings, |
|||
const VideoCommon::Shader::Registry& registry, |
|||
VAddr cpu_addr) { |
|||
WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM |
|||
: AsyncShaders::Backend::OpenGL, |
|||
device, |
|||
shader_type, |
|||
uid, |
|||
std::move(code), |
|||
std::move(code_b), |
|||
main_offset, |
|||
compiler_settings, |
|||
registry, |
|||
cpu_addr}; |
|||
std::unique_lock lock(queue_mutex); |
|||
pending_queue.push_back(std::move(params)); |
|||
} |
|||
|
|||
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) { |
|||
using namespace std::chrono_literals; |
|||
while (!is_thread_exiting.load(std::memory_order_relaxed)) { |
|||
// Partial lock to allow all threads to read at the same time
|
|||
if (!HasWorkQueued()) { |
|||
continue; |
|||
} |
|||
// Complete lock for pulling workload
|
|||
queue_mutex.lock(); |
|||
// Another thread beat us, just unlock and wait for the next load
|
|||
if (pending_queue.empty()) { |
|||
queue_mutex.unlock(); |
|||
continue; |
|||
} |
|||
// Pull work from queue
|
|||
WorkerParams work = std::move(pending_queue.front()); |
|||
pending_queue.pop_front(); |
|||
queue_mutex.unlock(); |
|||
|
|||
if (work.backend == AsyncShaders::Backend::OpenGL || |
|||
work.backend == AsyncShaders::Backend::GLASM) { |
|||
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry); |
|||
const auto scope = context->Acquire(); |
|||
auto program = |
|||
OpenGL::BuildShader(work.device, work.shader_type, work.uid, ir, work.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; |
|||
|
|||
if (work.backend == AsyncShaders::Backend::OpenGL) { |
|||
result.program.opengl = std::move(program->source_program); |
|||
} else if (work.backend == AsyncShaders::Backend::GLASM) { |
|||
result.program.glasm = std::move(program->assembly_program); |
|||
} |
|||
|
|||
{ |
|||
std::unique_lock complete_lock(completed_mutex); |
|||
finished_work.push_back(std::move(result)); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
} // namespace VideoCommon::Shader
|
|||
@ -0,0 +1,107 @@ |
|||
// Copyright 2020 yuzu Emulator Project |
|||
// Licensed under GPLv2 or any later version |
|||
// Refer to the license.txt file included. |
|||
|
|||
#pragma once |
|||
|
|||
#include <deque> |
|||
#include <memory> |
|||
#include <shared_mutex> |
|||
#include <thread> |
|||
#include "common/bit_field.h" |
|||
#include "common/common_types.h" |
|||
#include "video_core/renderer_opengl/gl_device.h" |
|||
#include "video_core/renderer_opengl/gl_resource_manager.h" |
|||
#include "video_core/renderer_opengl/gl_shader_decompiler.h" |
|||
|
|||
namespace Core::Frontend { |
|||
class EmuWindow; |
|||
class GraphicsContext; |
|||
} // namespace Core::Frontend |
|||
|
|||
namespace Tegra { |
|||
class GPU; |
|||
} |
|||
|
|||
namespace VideoCommon::Shader { |
|||
|
|||
class AsyncShaders { |
|||
public: |
|||
enum class Backend { |
|||
OpenGL, |
|||
GLASM, |
|||
}; |
|||
|
|||
struct ResultPrograms { |
|||
OpenGL::OGLProgram opengl; |
|||
OpenGL::OGLAssemblyProgram glasm; |
|||
}; |
|||
|
|||
struct Result { |
|||
u64 uid; |
|||
VAddr cpu_address; |
|||
Backend backend; |
|||
ResultPrograms program; |
|||
std::vector<u64> code; |
|||
std::vector<u64> code_b; |
|||
Tegra::Engines::ShaderType shader_type; |
|||
}; |
|||
|
|||
explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window); |
|||
~AsyncShaders(); |
|||
|
|||
/// Start up shader worker threads |
|||
void AllocateWorkers(std::size_t num_workers); |
|||
|
|||
/// Clear the shader queue and kill all worker threads |
|||
void FreeWorkers(); |
|||
|
|||
// Force end all threads |
|||
void KillWorkers(); |
|||
|
|||
/// Check our worker queue to see if we have any work queued already |
|||
bool HasWorkQueued(); |
|||
|
|||
/// Check to see if any shaders have actually been compiled |
|||
bool HasCompletedWork(); |
|||
|
|||
/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build |
|||
/// every shader async as some shaders are only built and executed once. We try to "guess" which |
|||
/// shader would be used only once |
|||
bool IsShaderAsync(const Tegra::GPU& gpu) const; |
|||
|
|||
/// Pulls completed compiled shaders |
|||
std::vector<Result> GetCompletedWork(); |
|||
|
|||
void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type, |
|||
u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset, |
|||
VideoCommon::Shader::CompilerSettings compiler_settings, |
|||
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr); |
|||
|
|||
private: |
|||
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context); |
|||
|
|||
struct WorkerParams { |
|||
AsyncShaders::Backend backend; |
|||
OpenGL::Device device; |
|||
Tegra::Engines::ShaderType shader_type; |
|||
u64 uid; |
|||
std::vector<u64> code; |
|||
std::vector<u64> code_b; |
|||
u32 main_offset; |
|||
VideoCommon::Shader::CompilerSettings compiler_settings; |
|||
VideoCommon::Shader::Registry registry; |
|||
VAddr cpu_address; |
|||
}; |
|||
|
|||
std::shared_mutex queue_mutex; |
|||
std::shared_mutex completed_mutex; |
|||
std::atomic<bool> is_thread_exiting{}; |
|||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list; |
|||
std::vector<std::thread> worker_threads; |
|||
std::deque<WorkerParams> pending_queue; |
|||
std::vector<AsyncShaders::Result> finished_work; |
|||
Core::Frontend::EmuWindow& emu_window; |
|||
}; |
|||
|
|||
} // namespace VideoCommon::Shader |
|||
@ -0,0 +1,42 @@ |
|||
// Copyright 2020 yuzu Emulator Project
|
|||
// Licensed under GPLv2 or any later version
|
|||
// Refer to the license.txt file included.
|
|||
|
|||
#include "video_core/shader_notify.h"
|
|||
|
|||
using namespace std::chrono_literals; |
|||
|
|||
namespace VideoCore { |
|||
namespace { |
|||
constexpr auto UPDATE_TICK = 32ms; |
|||
} |
|||
|
|||
ShaderNotify::ShaderNotify() = default; |
|||
ShaderNotify::~ShaderNotify() = default; |
|||
|
|||
std::size_t ShaderNotify::GetShadersBuilding() { |
|||
const auto now = std::chrono::high_resolution_clock::now(); |
|||
const auto diff = now - last_update; |
|||
if (diff > UPDATE_TICK) { |
|||
std::shared_lock lock(mutex); |
|||
last_updated_count = accurate_count; |
|||
} |
|||
return last_updated_count; |
|||
} |
|||
|
|||
std::size_t ShaderNotify::GetShadersBuildingAccurate() { |
|||
std::shared_lock lock(mutex); |
|||
return accurate_count; |
|||
} |
|||
|
|||
void ShaderNotify::MarkShaderComplete() { |
|||
std::unique_lock lock(mutex); |
|||
accurate_count--; |
|||
} |
|||
|
|||
void ShaderNotify::MarkSharderBuilding() { |
|||
std::unique_lock lock(mutex); |
|||
accurate_count++; |
|||
} |
|||
|
|||
} // namespace VideoCore
|
|||
@ -0,0 +1,29 @@ |
|||
// Copyright 2020 yuzu Emulator Project |
|||
// Licensed under GPLv2 or any later version |
|||
// Refer to the license.txt file included. |
|||
|
|||
#pragma once |
|||
|
|||
#include <chrono> |
|||
#include <shared_mutex> |
|||
#include "common/common_types.h" |
|||
|
|||
namespace VideoCore { |
|||
class ShaderNotify { |
|||
public: |
|||
ShaderNotify(); |
|||
~ShaderNotify(); |
|||
|
|||
std::size_t GetShadersBuilding(); |
|||
std::size_t GetShadersBuildingAccurate(); |
|||
|
|||
void MarkShaderComplete(); |
|||
void MarkSharderBuilding(); |
|||
|
|||
private: |
|||
std::size_t last_updated_count{}; |
|||
std::size_t accurate_count{}; |
|||
std::shared_mutex mutex; |
|||
std::chrono::high_resolution_clock::time_point last_update{}; |
|||
}; |
|||
} // namespace VideoCore |
|||
Write
Preview
Loading…
Cancel
Save
Reference in new issue