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