Address feedback. Bruteforce delete duplicates

This commit is contained in:
ameerj 2020-07-30 15:41:11 -04:00
parent 6ac97405df
commit 4539073ce1
7 changed files with 115 additions and 79 deletions

View file

@ -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,
&registry,
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 = &registry;
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;
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 == AsyncShaders::Backend::OpenGL) {
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 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);
{
std::unique_lock complete_lock(completed_mutex);
// 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.
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();
}
}

View file

@ -100,7 +100,7 @@ private:
bool HasWorkQueued();
struct WorkerParams {
AsyncShaders::Backend backend;
Backend backend;
// For OGL
const OpenGL::Device* device;
Tegra::Engines::ShaderType shader_type;
@ -128,7 +128,7 @@ private:
std::atomic<bool> is_thread_exiting{};
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
std::vector<std::thread> worker_threads;
std::deque<WorkerParams> pending_queue;
std::queue<std::unique_ptr<WorkerParams>> pending_queue;
std::vector<AsyncShaders::Result> finished_work;
Core::Frontend::EmuWindow& emu_window;
};