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@@ -2,7 +2,6 @@
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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 <chrono>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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@@ -20,9 +19,18 @@ AsyncShaders::~AsyncShaders() {
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KillWorkers();
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}
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-void AsyncShaders::AllocateWorkers(std::size_t num_workers) {
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- // If we're already have workers queued or don't want to queue workers, ignore
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- if (num_workers == worker_threads.size() || num_workers == 0) {
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+void AsyncShaders::AllocateWorkers() {
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+ // Max worker threads we should allow
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+ constexpr u32 MAX_THREADS = 4;
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+ // Deduce how many threads we can use
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+ const u32 threads_used = std::thread::hardware_concurrency() / 4;
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+ // Always allow at least 1 thread regardless of our settings
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+ const auto max_worker_count = std::max(1U, threads_used);
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+ // Don't use more than MAX_THREADS
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+ const auto num_workers = std::min(max_worker_count, MAX_THREADS);
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+
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+ // If we already have workers queued, ignore
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+ if (num_workers == worker_threads.size()) {
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return;
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}
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@@ -111,24 +119,50 @@ 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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- registry,
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- cpu_addr};
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+ WorkerParams params{
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+ .backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
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+ .device = &device,
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+ .shader_type = shader_type,
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+ .uid = uid,
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+ .code = std::move(code),
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+ .code_b = std::move(code_b),
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+ .main_offset = main_offset,
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+ .compiler_settings = compiler_settings,
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+ .registry = registry,
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+ .cpu_address = cpu_addr,
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+ };
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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(params));
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+ cv.notify_one();
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+}
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+
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+void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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+ const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
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+ Vulkan::VKDescriptorPool& descriptor_pool,
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+ Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
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+ Vulkan::VKRenderPassCache& renderpass_cache,
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+ std::vector<VkDescriptorSetLayoutBinding> bindings,
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+ Vulkan::SPIRVProgram program,
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+ Vulkan::GraphicsPipelineCacheKey key) {
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+ WorkerParams params{
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+ .backend = Backend::Vulkan,
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+ .pp_cache = pp_cache,
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+ .vk_device = &device,
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+ .scheduler = &scheduler,
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+ .descriptor_pool = &descriptor_pool,
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+ .update_descriptor_queue = &update_descriptor_queue,
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+ .renderpass_cache = &renderpass_cache,
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+ .bindings = bindings,
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+ .program = program,
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+ .key = key,
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+ };
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+
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+ std::unique_lock lock(queue_mutex);
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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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void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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- using namespace std::chrono_literals;
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while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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std::unique_lock lock{queue_mutex};
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cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
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@@ -144,18 +178,17 @@ 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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+
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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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-
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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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- const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
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+ if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
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+ const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, *work.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, work.registry);
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+ OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, *work.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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@@ -164,9 +197,9 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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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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- 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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@@ -174,6 +207,13 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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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 == Backend::Vulkan) {
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+ auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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+ *work.vk_device, *work.scheduler, *work.descriptor_pool,
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+ *work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
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+ work.program);
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+
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+ work.pp_cache->EmplacePipeline(std::move(pipeline));
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}
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}
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}
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