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- // Copyright 2020 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <chrono>
- #include <condition_variable>
- #include <mutex>
- #include <thread>
- #include <vector>
- #include "video_core/engines/maxwell_3d.h"
- #include "video_core/renderer_base.h"
- #include "video_core/renderer_opengl/gl_shader_cache.h"
- #include "video_core/shader/async_shaders.h"
- namespace VideoCommon::Shader {
- AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {}
- AsyncShaders::~AsyncShaders() {
- KillWorkers();
- }
- void AsyncShaders::AllocateWorkers(std::size_t num_workers) {
- // If we're already have workers queued or don't want to queue workers, ignore
- if (num_workers == worker_threads.size() || num_workers == 0) {
- return;
- }
- // If workers already exist, clear them
- if (!worker_threads.empty()) {
- FreeWorkers();
- }
- // Create workers
- for (std::size_t i = 0; i < num_workers; i++) {
- context_list.push_back(emu_window.CreateSharedContext());
- worker_threads.push_back(std::move(
- std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get())));
- }
- }
- void AsyncShaders::FreeWorkers() {
- // Mark all threads to quit
- is_thread_exiting.store(true);
- cv.notify_all();
- for (auto& thread : worker_threads) {
- thread.join();
- }
- // Clear our shared contexts
- context_list.clear();
- // Clear our worker threads
- worker_threads.clear();
- }
- void AsyncShaders::KillWorkers() {
- is_thread_exiting.store(true);
- for (auto& thread : worker_threads) {
- thread.detach();
- }
- // Clear our shared contexts
- context_list.clear();
- // Clear our worker threads
- worker_threads.clear();
- }
- bool AsyncShaders::HasWorkQueued() {
- return !pending_queue.empty();
- }
- bool AsyncShaders::HasCompletedWork() {
- std::shared_lock lock{completed_mutex};
- return !finished_work.empty();
- }
- bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
- const auto& regs = gpu.Maxwell3D().regs;
- // If something is using depth, we can assume that games are not rendering anything which will
- // be used one time.
- if (regs.zeta_enable) {
- return true;
- }
- // If games are using a small index count, we can assume these are full screen quads. Usually
- // these shaders are only used once for building textures so we can assume they can't be built
- // async
- if (regs.index_array.count <= 6 || regs.vertex_buffer.count <= 6) {
- return false;
- }
- return true;
- }
- std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
- std::vector<AsyncShaders::Result> results;
- {
- std::unique_lock lock{completed_mutex};
- results.assign(std::make_move_iterator(finished_work.begin()),
- std::make_move_iterator(finished_work.end()));
- finished_work.clear();
- }
- return results;
- }
- void AsyncShaders::QueueOpenGLShader(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,
- const VideoCommon::Shader::Registry& registry,
- VAddr cpu_addr) {
- auto params = std::make_unique<WorkerParams>();
- params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
- params->device = &device;
- params->shader_type = shader_type;
- params->uid = uid;
- params->code = std::move(code);
- params->code_b = std::move(code_b);
- params->main_offset = main_offset;
- params->compiler_settings = compiler_settings;
- params->registry = ®istry;
- params->cpu_address = cpu_addr;
- std::unique_lock lock(queue_mutex);
- pending_queue.push(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) {
- auto params = std::make_unique<WorkerParams>();
- params->backend = Backend::Vulkan;
- params->pp_cache = pp_cache;
- params->bindings = bindings;
- params->program = program;
- params->renderpass_params = renderpass_params;
- params->padding = padding;
- params->shaders = shaders;
- params->fixed_state = fixed_state;
- std::unique_lock lock(queue_mutex);
- pending_queue.push(std::move(params));
- cv.notify_one();
- }
- void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
- using namespace std::chrono_literals;
- while (!is_thread_exiting.load(std::memory_order_relaxed)) {
- std::unique_lock lock{queue_mutex};
- cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
- if (is_thread_exiting) {
- return;
- }
- // Partial lock to allow all threads to read at the same time
- if (!HasWorkQueued()) {
- continue;
- }
- // Another thread beat us, just unlock and wait for the next load
- if (pending_queue.empty()) {
- continue;
- }
- // Pull work from queue
- auto work = std::move(pending_queue.front());
- pending_queue.pop();
- lock.unlock();
- 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);
- 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;
- if (work->backend == Backend::OpenGL) {
- result.program.opengl = std::move(program->source_program);
- } 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 == Backend::Vulkan) {
- Vulkan::GraphicsPipelineCacheKey params_key{
- .renderpass_params = work->renderpass_params,
- .padding = work->padding,
- .shaders = work->shaders,
- .fixed_state = work->fixed_state,
- };
- 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);
- work->pp_cache->EmplacePipeline(std::move(pipeline));
- work.reset();
- }
- // Give a chance for another thread to get work.
- std::this_thread::yield();
- }
- }
- } // namespace VideoCommon::Shader
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