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https://github.com/yuzu-mirror/yuzu.git
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gl_shader_cache: Use shared contexts to build shaders in parallel
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9ffc60b5b3
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c03b8c4c19
@ -98,9 +98,11 @@ struct FramebufferCacheKey {
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}
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};
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, ScreenInfo& info)
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: res_cache{*this}, shader_cache{*this, system, device}, global_cache{*this}, system{system},
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screen_info{info}, buffer_cache(*this, STREAM_BUFFER_SIZE) {
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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ScreenInfo& info)
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: res_cache{*this}, shader_cache{*this, system, emu_window, device},
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global_cache{*this}, system{system}, screen_info{info},
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buffer_cache(*this, STREAM_BUFFER_SIZE) {
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OpenGLState::ApplyDefaultState();
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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@ -48,7 +48,8 @@ struct FramebufferCacheKey;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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explicit RasterizerOpenGL(Core::System& system, ScreenInfo& info);
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explicit RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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ScreenInfo& info);
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~RasterizerOpenGL() override;
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void DrawArrays() override;
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@ -2,10 +2,14 @@
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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 <mutex>
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#include <thread>
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#include <boost/functional/hash.hpp>
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#include "common/assert.h"
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#include "common/hash.h"
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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@ -344,8 +348,8 @@ ShaderDiskCacheUsage CachedShader::GetUsage(GLenum primitive_mode,
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}
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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const Device& device)
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: RasterizerCache{rasterizer}, device{device}, disk_cache{system} {}
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Core::Frontend::EmuWindow& emu_window, const Device& device)
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: RasterizerCache{rasterizer}, emu_window{emu_window}, device{device}, disk_cache{system} {}
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void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) {
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@ -353,62 +357,106 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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if (!transferable) {
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return;
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}
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const auto [raws, usages] = *transferable;
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const auto [raws, shader_usages] = *transferable;
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auto [decompiled, dumps] = disk_cache.LoadPrecompiled();
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const auto supported_formats{GetSupportedFormats()};
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const auto unspecialized{
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const auto unspecialized_shaders{
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GenerateUnspecializedShaders(stop_loading, callback, raws, decompiled)};
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if (stop_loading)
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if (stop_loading) {
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return;
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}
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// Track if precompiled cache was altered during loading to know if we have to serialize the
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// virtual precompiled cache file back to the hard drive
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bool precompiled_cache_altered = false;
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// Build shaders
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if (callback)
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callback(VideoCore::LoadCallbackStage::Build, 0, usages.size());
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for (std::size_t i = 0; i < usages.size(); ++i) {
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if (stop_loading)
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return;
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// Inform the frontend about shader build initialization
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if (callback) {
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callback(VideoCore::LoadCallbackStage::Build, 0, shader_usages.size());
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}
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const auto& usage{usages[i]};
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LOG_INFO(Render_OpenGL, "Building shader {:016x} ({} of {})", usage.unique_identifier,
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i + 1, usages.size());
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std::mutex mutex;
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std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
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std::atomic_bool compilation_failed = false;
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const auto& unspec{unspecialized.at(usage.unique_identifier)};
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const auto dump_it = dumps.find(usage);
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const auto Worker = [&](Core::Frontend::GraphicsContext* context, std::size_t begin,
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std::size_t end) {
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context->MakeCurrent();
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SCOPE_EXIT({ return context->DoneCurrent(); });
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CachedProgram shader;
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if (dump_it != dumps.end()) {
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// If the shader is dumped, attempt to load it with
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shader = GeneratePrecompiledProgram(dump_it->second, supported_formats);
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if (!shader) {
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// Invalidate the precompiled cache if a shader dumped shader was rejected
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disk_cache.InvalidatePrecompiled();
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precompiled_cache_altered = true;
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dumps.clear();
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for (std::size_t i = begin; i < end; ++i) {
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if (stop_loading || compilation_failed) {
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return;
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}
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}
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if (!shader) {
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shader = SpecializeShader(unspec.code, unspec.entries, unspec.program_type,
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usage.bindings, usage.primitive, true);
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}
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precompiled_programs.insert({usage, std::move(shader)});
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const auto& usage{shader_usages[i]};
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LOG_INFO(Render_OpenGL, "Building shader {:016x} (index {} of {})",
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usage.unique_identifier, i, shader_usages.size());
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if (callback)
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callback(VideoCore::LoadCallbackStage::Build, i + 1, usages.size());
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const auto& unspecialized{unspecialized_shaders.at(usage.unique_identifier)};
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const auto dump{dumps.find(usage)};
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CachedProgram shader;
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if (dump != dumps.end()) {
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// If the shader is dumped, attempt to load it with
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shader = GeneratePrecompiledProgram(dump->second, supported_formats);
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if (!shader) {
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compilation_failed = true;
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return;
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}
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}
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if (!shader) {
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shader = SpecializeShader(unspecialized.code, unspecialized.entries,
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unspecialized.program_type, usage.bindings,
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usage.primitive, true);
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}
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std::scoped_lock lock(mutex);
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if (callback) {
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callback(VideoCore::LoadCallbackStage::Build, ++built_shaders,
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shader_usages.size());
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}
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precompiled_programs.emplace(usage, std::move(shader));
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}
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};
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const std::size_t num_workers{std::thread::hardware_concurrency() + 1};
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const std::size_t bucket_size{shader_usages.size() / num_workers};
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::thread> threads(num_workers);
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for (std::size_t i = 0; i < num_workers; ++i) {
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const bool is_last_worker = i + 1 == num_workers;
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const std::size_t start{bucket_size * i};
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const std::size_t end{is_last_worker ? shader_usages.size() : start + bucket_size};
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// On some platforms the shared context has to be created from the GUI thread
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contexts[i] = emu_window.CreateSharedContext();
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threads[i] = std::thread(Worker, contexts[i].get(), start, end);
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}
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for (auto& thread : threads) {
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thread.join();
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}
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if (compilation_failed) {
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// Invalidate the precompiled cache if a shader dumped shader was rejected
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disk_cache.InvalidatePrecompiled();
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dumps.clear();
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precompiled_cache_altered = true;
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return;
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}
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if (stop_loading) {
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return;
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}
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// TODO(Rodrigo): Do state tracking for transferable shaders and do a dummy draw before
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// precompiling them
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for (std::size_t i = 0; i < usages.size(); ++i) {
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const auto& usage{usages[i]};
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for (std::size_t i = 0; i < shader_usages.size(); ++i) {
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const auto& usage{shader_usages[i]};
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if (dumps.find(usage) == dumps.end()) {
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const auto& program = precompiled_programs.at(usage);
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const auto& program{precompiled_programs.at(usage)};
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disk_cache.SaveDump(usage, program->handle);
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precompiled_cache_altered = true;
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}
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@ -22,7 +22,11 @@
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namespace Core {
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class System;
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} // namespace Core
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}
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace OpenGL {
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@ -111,7 +115,7 @@ private:
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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public:
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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const Device& device);
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Core::Frontend::EmuWindow& emu_window, const Device& device);
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/// Loads disk cache for the current game
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void LoadDiskCache(const std::atomic_bool& stop_loading,
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@ -133,13 +137,13 @@ private:
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CachedProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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const std::set<GLenum>& supported_formats);
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Core::Frontend::EmuWindow& emu_window;
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const Device& device;
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std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
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ShaderDiskCacheOpenGL disk_cache;
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PrecompiledShaders precompiled_shaders;
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PrecompiledPrograms precompiled_programs;
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std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
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};
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} // namespace OpenGL
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@ -97,8 +97,8 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
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return matrix;
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}
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window, Core::System& system)
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: VideoCore::RendererBase{window}, system{system} {}
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
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RendererOpenGL::~RendererOpenGL() = default;
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@ -265,7 +265,7 @@ void RendererOpenGL::CreateRasterizer() {
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}
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// Initialize sRGB Usage
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OpenGLState::ClearsRGBUsed();
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rasterizer = std::make_unique<RasterizerOpenGL>(system, screen_info);
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rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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@ -45,7 +45,7 @@ struct ScreenInfo {
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class RendererOpenGL : public VideoCore::RendererBase {
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public:
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explicit RendererOpenGL(Core::Frontend::EmuWindow& window, Core::System& system);
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explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
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~RendererOpenGL() override;
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/// Swap buffers (render frame)
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@ -77,6 +77,7 @@ private:
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture);
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Core::Frontend::EmuWindow& emu_window;
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Core::System& system;
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OpenGLState state;
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@ -91,25 +91,25 @@ void EmuThread::run() {
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class GGLContext : public Core::Frontend::GraphicsContext {
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public:
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explicit GGLContext(QOpenGLContext* shared_context)
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: context{std::make_unique<QOpenGLContext>(shared_context)} {
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surface.setFormat(shared_context->format());
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surface.create();
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explicit GGLContext(QOpenGLContext* shared_context) : shared_context{shared_context} {
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context.setFormat(shared_context->format());
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context.setShareContext(shared_context);
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context.create();
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}
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void MakeCurrent() override {
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context->makeCurrent(&surface);
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context.makeCurrent(shared_context->surface());
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}
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void DoneCurrent() override {
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context->doneCurrent();
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context.doneCurrent();
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}
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void SwapBuffers() override {}
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private:
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std::unique_ptr<QOpenGLContext> context;
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QOffscreenSurface surface;
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QOpenGLContext* shared_context;
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QOpenGLContext context;
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};
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// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL
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@ -358,7 +358,7 @@ void GRenderWindow::OnClientAreaResized(unsigned width, unsigned height) {
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
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return std::make_unique<GGLContext>(shared_context.get());
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return std::make_unique<GGLContext>(context.get());
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}
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void GRenderWindow::InitRenderTarget() {
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