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https://github.com/yuzu-emu/yuzu.git
synced 2024-08-21 17:03:25 +02:00
Vk Async Worker directly emplace in cache
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parent
4539073ce1
commit
c02464f64e
@ -215,11 +215,7 @@ VKGraphicsPipeline* VKPipelineCache::GetGraphicsPipeline(
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last_graphics_key = key;
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if (device.UseAsynchronousShaders()) {
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auto work = async_shaders.GetCompletedWork();
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for (auto& w : work) {
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auto& entry = graphics_cache.at(w.pipeline->GetCacheKey());
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entry = std::move(w.pipeline);
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}
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std::unique_lock lock{pipeline_cache};
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
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if (is_cache_miss) {
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LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
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@ -296,6 +292,18 @@ VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCach
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return *entry;
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}
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void VKPipelineCache::EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline) {
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std::unique_lock lock{pipeline_cache};
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(pipeline->GetCacheKey());
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auto& entry = pair->second;
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if (entry) {
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LOG_INFO(Render_Vulkan, "Pipeline already here 0x{:016X}", pipeline->GetCacheKey().Hash());
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duplicates.push_back(std::move(pipeline));
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} else {
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entry = std::move(pipeline);
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}
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}
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void VKPipelineCache::OnShaderRemoval(Shader* shader) {
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bool finished = false;
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const auto Finish = [&] {
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@ -193,6 +193,8 @@ public:
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return renderpass_cache;
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}
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void EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline);
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protected:
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void OnShaderRemoval(Shader* shader) final;
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@ -216,6 +218,7 @@ private:
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VKGraphicsPipeline* last_graphics_pipeline = nullptr;
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std::vector<std::unique_ptr<VKGraphicsPipeline>> duplicates;
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std::mutex pipeline_cache;
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std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>
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graphics_cache;
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std::unordered_map<ComputePipelineCacheKey, std::unique_ptr<VKComputePipeline>> compute_cache;
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@ -111,19 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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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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auto p = std::make_unique<WorkerParams>();
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p->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
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p->device = &device;
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p->shader_type = shader_type;
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p->uid = uid;
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p->code = std::move(code);
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p->code_b = std::move(code_b);
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p->main_offset = main_offset;
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p->compiler_settings = compiler_settings;
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p->registry = ®istry;
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p->cpu_address = cpu_addr;
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auto params = std::make_unique<WorkerParams>();
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params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
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params->device = &device;
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params->shader_type = shader_type;
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params->uid = uid;
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params->code = std::move(code);
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params->code_b = std::move(code_b);
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params->main_offset = main_offset;
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params->compiler_settings = compiler_settings;
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params->registry = ®istry;
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params->cpu_address = cpu_addr;
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std::unique_lock lock(queue_mutex);
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pending_queue.push(std::move(p));
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pending_queue.push(std::move(params));
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cv.notify_one();
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}
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@ -133,19 +133,19 @@ void AsyncShaders::QueueVulkanShader(
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std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
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Vulkan::FixedPipelineState fixed_state) {
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auto p = std::make_unique<WorkerParams>();
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auto params = std::make_unique<WorkerParams>();
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p->backend = Backend::Vulkan;
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p->pp_cache = pp_cache;
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p->bindings = bindings;
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p->program = program;
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p->renderpass_params = renderpass_params;
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p->padding = padding;
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p->shaders = shaders;
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p->fixed_state = fixed_state;
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params->backend = Backend::Vulkan;
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params->pp_cache = pp_cache;
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params->bindings = bindings;
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params->program = program;
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params->renderpass_params = renderpass_params;
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params->padding = padding;
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params->shaders = shaders;
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params->fixed_state = fixed_state;
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std::unique_lock lock(queue_mutex);
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pending_queue.push(std::move(p));
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pending_queue.push(std::move(params));
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cv.notify_one();
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}
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@ -162,7 +162,6 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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if (!HasWorkQueued()) {
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continue;
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}
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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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continue;
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@ -186,8 +185,6 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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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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// LOG_CRITICAL(Render_Vulkan, "Shader hast been Compiled \t0x{:016X} id {}",
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// result.uid, id);
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if (work->backend == Backend::OpenGL) {
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result.program.opengl = std::move(program->source_program);
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@ -208,40 +205,15 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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.fixed_state = work->fixed_state,
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};
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{
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std::unique_lock find_lock{completed_mutex};
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for (size_t i = 0; i < finished_work.size(); ++i) {
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// This loop deletes duplicate pipelines in finished_work
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// in favor of the pipeline about to be created
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if (finished_work[i].pipeline &&
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finished_work[i].pipeline->GetCacheKey().Hash() == params_key.Hash()) {
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LOG_CRITICAL(Render_Vulkan,
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"Pipeliene was already here \t0x{:016X} matches 0x{:016X} ",
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params_key.Hash(),
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finished_work[i].pipeline->GetCacheKey().Hash());
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finished_work.erase(finished_work.begin() + i);
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}
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}
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find_lock.unlock();
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}
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auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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work->pp_cache->GetDevice(), work->pp_cache->GetScheduler(),
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work->pp_cache->GetDescriptorPool(), work->pp_cache->GetUpdateDescriptorQueue(),
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work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program);
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{
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std::unique_lock complete_lock(completed_mutex);
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Result result{
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.backend = Backend::Vulkan,
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.pipeline = std::move(pipeline),
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};
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finished_work.push_back(std::move(result));
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complete_lock.unlock();
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}
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work->pp_cache->EmplacePipeline(std::move(pipeline));
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work.reset();
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}
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// Give a chance for another thread to get work. Lessens duplicates
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// Give a chance for another thread to get work.
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std::this_thread::yield();
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}
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}
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