Address feedback. Bruteforce delete duplicates
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6ac97405df
commit
4539073ce1
7 changed files with 115 additions and 79 deletions
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@ -111,20 +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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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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®istry,
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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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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(std::move(params));
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pending_queue.push(std::move(p));
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cv.notify_one();
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}
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@ -134,19 +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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WorkerParams params{
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.backend = AsyncShaders::Backend::Vulkan,
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.pp_cache = pp_cache,
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.bindings = bindings,
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.program = program,
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.renderpass_params = renderpass_params,
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.padding = padding,
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.shaders = shaders,
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.fixed_state = fixed_state,
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};
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auto p = 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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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(std::move(params));
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pending_queue.push(std::move(p));
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cv.notify_one();
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}
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@ -168,64 +167,82 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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if (pending_queue.empty()) {
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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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// Pull work from queue
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auto work = std::move(pending_queue.front());
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pending_queue.pop();
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lock.unlock();
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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work.backend == AsyncShaders::Backend::GLASM) {
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VideoCommon::Shader::Registry registry = *work.registry;
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
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if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
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VideoCommon::Shader::Registry registry = *work->registry;
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const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, 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, registry);
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OpenGL::BuildShader(*work->device, work->shader_type, work->uid, ir, 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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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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// 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 == AsyncShaders::Backend::OpenGL) {
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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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} else if (work.backend == AsyncShaders::Backend::GLASM) {
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} else if (work->backend == Backend::GLASM) {
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result.program.glasm = std::move(program->assembly_program);
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}
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work.reset();
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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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} else if (work.backend == AsyncShaders::Backend::Vulkan) {
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} else if (work->backend == Backend::Vulkan) {
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Vulkan::GraphicsPipelineCacheKey params_key{
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work.renderpass_params,
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work.padding,
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work.shaders,
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work.fixed_state,
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.renderpass_params = work->renderpass_params,
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.padding = work->padding,
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.shaders = work->shaders,
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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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// Duplicate creation of pipelines leads to instability and crashing, caused by a
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// race condition but band-aid solution is locking the making of the pipeline
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// results in only one pipeline created at a time.
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Result result{
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.backend = work.backend,
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.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(),
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work.pp_cache->GetUpdateDescriptorQueue(),
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work.pp_cache->GetRenderpassCache(), params_key, work.bindings,
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work.program),
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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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}
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// Give a chance for another thread to get work. Lessens duplicates
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std::this_thread::yield();
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}
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}
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@ -100,7 +100,7 @@ private:
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bool HasWorkQueued();
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struct WorkerParams {
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AsyncShaders::Backend backend;
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Backend backend;
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// For OGL
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const OpenGL::Device* device;
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Tegra::Engines::ShaderType shader_type;
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@ -128,7 +128,7 @@ private:
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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::queue<std::unique_ptr<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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