Vk Async pipeline compilation

This commit is contained in:
ameerj 2020-07-28 00:08:02 -04:00
parent db96034ea4
commit 6ac97405df
13 changed files with 182 additions and 20 deletions

View file

@ -113,15 +113,38 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
VAddr cpu_addr) {
WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
: AsyncShaders::Backend::OpenGL,
device,
&device,
shader_type,
uid,
std::move(code),
std::move(code_b),
main_offset,
compiler_settings,
registry,
&registry,
cpu_addr};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(std::move(params));
cv.notify_one();
}
void AsyncShaders::QueueVulkanShader(
Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding,
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,
};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(std::move(params));
cv.notify_one();
@ -140,6 +163,7 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
if (!HasWorkQueued()) {
continue;
}
// Another thread beat us, just unlock and wait for the next load
if (pending_queue.empty()) {
continue;
@ -152,10 +176,11 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
if (work.backend == AsyncShaders::Backend::OpenGL ||
work.backend == AsyncShaders::Backend::GLASM) {
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
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, work.registry);
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
Result result{};
result.backend = work.backend;
result.cpu_address = work.cpu_address;
@ -174,6 +199,32 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
std::unique_lock complete_lock(completed_mutex);
finished_work.push_back(std::move(result));
}
} else if (work.backend == AsyncShaders::Backend::Vulkan) {
Vulkan::GraphicsPipelineCacheKey params_key{
work.renderpass_params,
work.padding,
work.shaders,
work.fixed_state,
};
{
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),
};
finished_work.push_back(std::move(result));
}
}
}
}

View file

@ -14,6 +14,10 @@
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/renderer_vulkan/vk_update_descriptor.h"
namespace Core::Frontend {
class EmuWindow;
@ -24,6 +28,10 @@ namespace Tegra {
class GPU;
}
namespace Vulkan {
class VKPipelineCache;
}
namespace VideoCommon::Shader {
class AsyncShaders {
@ -31,6 +39,7 @@ public:
enum class Backend {
OpenGL,
GLASM,
Vulkan,
};
struct ResultPrograms {
@ -46,6 +55,7 @@ public:
std::vector<u64> code;
std::vector<u64> code_b;
Tegra::Engines::ShaderType shader_type;
std::unique_ptr<Vulkan::VKGraphicsPipeline> pipeline;
};
explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window);
@ -76,6 +86,13 @@ public:
VideoCommon::Shader::CompilerSettings compiler_settings,
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params,
u32 padding,
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
Vulkan::FixedPipelineState fixed_state);
private:
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
@ -84,15 +101,25 @@ private:
struct WorkerParams {
AsyncShaders::Backend backend;
OpenGL::Device device;
// For OGL
const OpenGL::Device* device;
Tegra::Engines::ShaderType shader_type;
u64 uid;
std::vector<u64> code;
std::vector<u64> code_b;
u32 main_offset;
VideoCommon::Shader::CompilerSettings compiler_settings;
VideoCommon::Shader::Registry registry;
const VideoCommon::Shader::Registry* registry;
VAddr cpu_address;
// For Vulkan
Vulkan::VKPipelineCache* pp_cache;
std::vector<VkDescriptorSetLayoutBinding> bindings;
Vulkan::SPIRVProgram program;
Vulkan::RenderPassParams renderpass_params;
u32 padding;
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders;
Vulkan::FixedPipelineState fixed_state;
};
std::condition_variable cv;