mirror of
https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-18 01:47:33 +01:00
vk_pipeline_cache: Add asynchronous shaders
This commit is contained in:
parent
2a0aeaa3d2
commit
48aad8dc05
@ -87,7 +87,7 @@ public:
|
||||
configure_func(this, is_indexed);
|
||||
}
|
||||
|
||||
GraphicsPipeline* Next(const GraphicsPipelineCacheKey& current_key) noexcept {
|
||||
[[nodiscard]] GraphicsPipeline* Next(const GraphicsPipelineCacheKey& current_key) noexcept {
|
||||
if (key == current_key) {
|
||||
return this;
|
||||
}
|
||||
@ -96,6 +96,10 @@ public:
|
||||
: nullptr;
|
||||
}
|
||||
|
||||
[[nodiscard]] bool IsBuilt() const noexcept {
|
||||
return is_built.load(std::memory_order::relaxed);
|
||||
}
|
||||
|
||||
template <typename Spec>
|
||||
static auto MakeConfigureSpecFunc() {
|
||||
return [](GraphicsPipeline* pipeline, bool is_indexed) {
|
||||
|
@ -240,6 +240,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
|
||||
device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
|
||||
update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
|
||||
buffer_cache{buffer_cache_}, texture_cache{texture_cache_},
|
||||
use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
|
||||
workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
|
||||
serialization_thread(1, "yuzu:PipelineSerialization") {
|
||||
const auto& float_control{device.FloatControlProperties()};
|
||||
@ -303,7 +304,7 @@ GraphicsPipeline* PipelineCache::CurrentGraphicsPipeline() {
|
||||
GraphicsPipeline* const next{current_pipeline->Next(graphics_key)};
|
||||
if (next) {
|
||||
current_pipeline = next;
|
||||
return current_pipeline;
|
||||
return BuiltPipeline(current_pipeline);
|
||||
}
|
||||
}
|
||||
const auto [pair, is_new]{graphics_cache.try_emplace(graphics_key)};
|
||||
@ -318,7 +319,7 @@ GraphicsPipeline* PipelineCache::CurrentGraphicsPipeline() {
|
||||
current_pipeline->AddTransition(pipeline.get());
|
||||
}
|
||||
current_pipeline = pipeline.get();
|
||||
return current_pipeline;
|
||||
return BuiltPipeline(current_pipeline);
|
||||
}
|
||||
|
||||
ComputePipeline* PipelineCache::CurrentComputePipeline() {
|
||||
@ -415,6 +416,27 @@ void PipelineCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading
|
||||
workers.WaitForRequests();
|
||||
}
|
||||
|
||||
GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const noexcept {
|
||||
if (pipeline->IsBuilt()) {
|
||||
return pipeline;
|
||||
}
|
||||
if (!use_asynchronous_shaders) {
|
||||
return pipeline;
|
||||
}
|
||||
// If something is using depth, we can assume that games are not rendering anything which
|
||||
// will be used one time.
|
||||
if (maxwell3d.regs.zeta_enable) {
|
||||
return nullptr;
|
||||
}
|
||||
// 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 (maxwell3d.regs.index_array.count <= 6 || maxwell3d.regs.vertex_buffer.count <= 6) {
|
||||
return pipeline;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
|
||||
ShaderPools& pools, const GraphicsPipelineCacheKey& key,
|
||||
std::span<Shader::Environment* const> envs, bool build_in_parallel) try {
|
||||
|
@ -115,6 +115,8 @@ public:
|
||||
const VideoCore::DiskResourceLoadCallback& callback);
|
||||
|
||||
private:
|
||||
[[nodiscard]] GraphicsPipeline* BuiltPipeline(GraphicsPipeline* pipeline) const noexcept;
|
||||
|
||||
std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline();
|
||||
|
||||
std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
|
||||
@ -140,6 +142,8 @@ private:
|
||||
GraphicsPipelineCacheKey graphics_key{};
|
||||
GraphicsPipeline* current_pipeline{};
|
||||
|
||||
bool use_asynchronous_shaders{};
|
||||
|
||||
std::unordered_map<ComputePipelineCacheKey, std::unique_ptr<ComputePipeline>> compute_cache;
|
||||
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<GraphicsPipeline>> graphics_cache;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user