|
|
|
@ -111,20 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device, |
|
|
|
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, |
|
|
|
®istry, |
|
|
|
cpu_addr}; |
|
|
|
|
|
|
|
auto p = std::make_unique<WorkerParams>(); |
|
|
|
p->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL; |
|
|
|
p->device = &device; |
|
|
|
p->shader_type = shader_type; |
|
|
|
p->uid = uid; |
|
|
|
p->code = std::move(code); |
|
|
|
p->code_b = std::move(code_b); |
|
|
|
p->main_offset = main_offset; |
|
|
|
p->compiler_settings = compiler_settings; |
|
|
|
p->registry = ®istry; |
|
|
|
p->cpu_address = cpu_addr; |
|
|
|
std::unique_lock lock(queue_mutex); |
|
|
|
pending_queue.push_back(std::move(params)); |
|
|
|
pending_queue.push(std::move(p)); |
|
|
|
cv.notify_one(); |
|
|
|
} |
|
|
|
|
|
|
|
@ -134,19 +133,19 @@ void AsyncShaders::QueueVulkanShader( |
|
|
|
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders, |
|
|
|
Vulkan::FixedPipelineState fixed_state) { |
|
|
|
|
|
|
|
WorkerParams params{ |
|
|
|
.backend = AsyncShaders::Backend::Vulkan, |
|
|
|
.pp_cache = pp_cache, |
|
|
|
.bindings = bindings, |
|
|
|
.program = program, |
|
|
|
.renderpass_params = renderpass_params, |
|
|
|
.padding = padding, |
|
|
|
.shaders = shaders, |
|
|
|
.fixed_state = fixed_state, |
|
|
|
}; |
|
|
|
auto p = std::make_unique<WorkerParams>(); |
|
|
|
|
|
|
|
p->backend = Backend::Vulkan; |
|
|
|
p->pp_cache = pp_cache; |
|
|
|
p->bindings = bindings; |
|
|
|
p->program = program; |
|
|
|
p->renderpass_params = renderpass_params; |
|
|
|
p->padding = padding; |
|
|
|
p->shaders = shaders; |
|
|
|
p->fixed_state = fixed_state; |
|
|
|
|
|
|
|
std::unique_lock lock(queue_mutex); |
|
|
|
pending_queue.push_back(std::move(params)); |
|
|
|
pending_queue.push(std::move(p)); |
|
|
|
cv.notify_one(); |
|
|
|
} |
|
|
|
|
|
|
|
@ -168,64 +167,82 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context |
|
|
|
if (pending_queue.empty()) { |
|
|
|
continue; |
|
|
|
} |
|
|
|
// Pull work from queue
|
|
|
|
WorkerParams work = std::move(pending_queue.front()); |
|
|
|
pending_queue.pop_front(); |
|
|
|
|
|
|
|
// Pull work from queue
|
|
|
|
auto work = std::move(pending_queue.front()); |
|
|
|
pending_queue.pop(); |
|
|
|
lock.unlock(); |
|
|
|
|
|
|
|
if (work.backend == AsyncShaders::Backend::OpenGL || |
|
|
|
work.backend == AsyncShaders::Backend::GLASM) { |
|
|
|
VideoCommon::Shader::Registry registry = *work.registry; |
|
|
|
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry); |
|
|
|
if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) { |
|
|
|
VideoCommon::Shader::Registry registry = *work->registry; |
|
|
|
const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry); |
|
|
|
const auto scope = context->Acquire(); |
|
|
|
auto program = |
|
|
|
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry); |
|
|
|
OpenGL::BuildShader(*work->device, work->shader_type, work->uid, ir, 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.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; |
|
|
|
// LOG_CRITICAL(Render_Vulkan, "Shader hast been Compiled \t0x{:016X} id {}",
|
|
|
|
// result.uid, id);
|
|
|
|
|
|
|
|
if (work->backend == Backend::OpenGL) { |
|
|
|
result.program.opengl = std::move(program->source_program); |
|
|
|
} else if (work.backend == AsyncShaders::Backend::GLASM) { |
|
|
|
} else if (work->backend == Backend::GLASM) { |
|
|
|
result.program.glasm = std::move(program->assembly_program); |
|
|
|
} |
|
|
|
work.reset(); |
|
|
|
|
|
|
|
{ |
|
|
|
std::unique_lock complete_lock(completed_mutex); |
|
|
|
finished_work.push_back(std::move(result)); |
|
|
|
} |
|
|
|
|
|
|
|
} else if (work.backend == AsyncShaders::Backend::Vulkan) { |
|
|
|
} else if (work->backend == Backend::Vulkan) { |
|
|
|
Vulkan::GraphicsPipelineCacheKey params_key{ |
|
|
|
work.renderpass_params, |
|
|
|
work.padding, |
|
|
|
work.shaders, |
|
|
|
work.fixed_state, |
|
|
|
.renderpass_params = work->renderpass_params, |
|
|
|
.padding = work->padding, |
|
|
|
.shaders = work->shaders, |
|
|
|
.fixed_state = work->fixed_state, |
|
|
|
}; |
|
|
|
|
|
|
|
{ |
|
|
|
std::unique_lock complete_lock(completed_mutex); |
|
|
|
std::unique_lock find_lock{completed_mutex}; |
|
|
|
for (size_t i = 0; i < finished_work.size(); ++i) { |
|
|
|
// This loop deletes duplicate pipelines in finished_work
|
|
|
|
// in favor of the pipeline about to be created
|
|
|
|
|
|
|
|
if (finished_work[i].pipeline && |
|
|
|
finished_work[i].pipeline->GetCacheKey().Hash() == params_key.Hash()) { |
|
|
|
LOG_CRITICAL(Render_Vulkan, |
|
|
|
"Pipeliene was already here \t0x{:016X} matches 0x{:016X} ", |
|
|
|
params_key.Hash(), |
|
|
|
finished_work[i].pipeline->GetCacheKey().Hash()); |
|
|
|
finished_work.erase(finished_work.begin() + i); |
|
|
|
} |
|
|
|
} |
|
|
|
find_lock.unlock(); |
|
|
|
} |
|
|
|
|
|
|
|
auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>( |
|
|
|
work->pp_cache->GetDevice(), work->pp_cache->GetScheduler(), |
|
|
|
work->pp_cache->GetDescriptorPool(), work->pp_cache->GetUpdateDescriptorQueue(), |
|
|
|
work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program); |
|
|
|
|
|
|
|
// Duplicate creation of pipelines leads to instability and crashing, caused by a
|
|
|
|
// race condition but band-aid solution is locking the making of the pipeline
|
|
|
|
// results in only one pipeline created at a time.
|
|
|
|
{ |
|
|
|
std::unique_lock complete_lock(completed_mutex); |
|
|
|
Result result{ |
|
|
|
.backend = work.backend, |
|
|
|
.pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>( |
|
|
|
work.pp_cache->GetDevice(), work.pp_cache->GetScheduler(), |
|
|
|
work.pp_cache->GetDescriptorPool(), |
|
|
|
work.pp_cache->GetUpdateDescriptorQueue(), |
|
|
|
work.pp_cache->GetRenderpassCache(), params_key, work.bindings, |
|
|
|
work.program), |
|
|
|
.backend = Backend::Vulkan, |
|
|
|
.pipeline = std::move(pipeline), |
|
|
|
}; |
|
|
|
|
|
|
|
finished_work.push_back(std::move(result)); |
|
|
|
complete_lock.unlock(); |
|
|
|
} |
|
|
|
} |
|
|
|
// Give a chance for another thread to get work. Lessens duplicates
|
|
|
|
std::this_thread::yield(); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|