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authorLevi <L3ehunin@gmail.com>2021-01-11 06:09:56 +0100
committerLevi <L3ehunin@gmail.com>2021-01-11 06:09:56 +0100
commit7a3c884e39fccfbb498b855080bffabc9ce2e7f1 (patch)
tree5056f9406dec188439cb0deb87603498243a9412 /src/video_core/shader/async_shaders.cpp
parentMore forgetting... duh (diff)
parentMerge pull request #5229 from Morph1984/fullscreen-opt (diff)
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Diffstat (limited to 'src/video_core/shader/async_shaders.cpp')
-rw-r--r--src/video_core/shader/async_shaders.cpp62
1 files changed, 28 insertions, 34 deletions
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index aabd62c5c..9707136e9 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -13,21 +13,22 @@
namespace VideoCommon::Shader {
-AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {}
+AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window_) : emu_window(emu_window_) {}
AsyncShaders::~AsyncShaders() {
KillWorkers();
}
void AsyncShaders::AllocateWorkers() {
- // Max worker threads we should allow
- constexpr u32 MAX_THREADS = 4;
- // Deduce how many threads we can use
- const u32 threads_used = std::thread::hardware_concurrency() / 4;
- // Always allow at least 1 thread regardless of our settings
- const auto max_worker_count = std::max(1U, threads_used);
- // Don't use more than MAX_THREADS
- const auto num_workers = std::min(max_worker_count, MAX_THREADS);
+ // Use at least one thread
+ u32 num_workers = 1;
+
+ // Deduce how many more threads we can use
+ const u32 thread_count = std::thread::hardware_concurrency();
+ if (thread_count >= 8) {
+ // Increase async workers by 1 for every 2 threads >= 8
+ num_workers += 1 + (thread_count - 8) / 2;
+ }
// If we already have workers queued, ignore
if (num_workers == worker_threads.size()) {
@@ -42,8 +43,8 @@ void AsyncShaders::AllocateWorkers() {
// Create workers
for (std::size_t i = 0; i < num_workers; i++) {
context_list.push_back(emu_window.CreateSharedContext());
- worker_threads.push_back(
- std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get()));
+ worker_threads.emplace_back(&AsyncShaders::ShaderCompilerThread, this,
+ context_list[i].get());
}
}
@@ -105,8 +106,7 @@ std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
std::vector<Result> results;
{
std::unique_lock lock{completed_mutex};
- results.assign(std::make_move_iterator(finished_work.begin()),
- std::make_move_iterator(finished_work.end()));
+ results = std::move(finished_work);
finished_work.clear();
}
return results;
@@ -115,11 +115,10 @@ std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
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) {
- WorkerParams params{
+ u32 main_offset, CompilerSettings compiler_settings,
+ const Registry& registry, VAddr cpu_addr) {
+ std::unique_lock lock(queue_mutex);
+ pending_queue.push({
.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
.device = &device,
.shader_type = shader_type,
@@ -130,35 +129,30 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
.compiler_settings = compiler_settings,
.registry = registry,
.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,
- const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
+ const Vulkan::Device& device, Vulkan::VKScheduler& scheduler,
Vulkan::VKDescriptorPool& descriptor_pool,
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
- Vulkan::VKRenderPassCache& renderpass_cache,
std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program,
- Vulkan::GraphicsPipelineCacheKey key) {
- WorkerParams params{
+ Vulkan::GraphicsPipelineCacheKey key, u32 num_color_buffers) {
+ std::unique_lock lock(queue_mutex);
+ pending_queue.push({
.backend = Backend::Vulkan,
.pp_cache = pp_cache,
.vk_device = &device,
.scheduler = &scheduler,
.descriptor_pool = &descriptor_pool,
.update_descriptor_queue = &update_descriptor_queue,
- .renderpass_cache = &renderpass_cache,
- .bindings = bindings,
- .program = program,
+ .bindings = std::move(bindings),
+ .program = std::move(program),
.key = key,
- };
-
- std::unique_lock lock(queue_mutex);
- pending_queue.push(std::move(params));
+ .num_color_buffers = num_color_buffers,
+ });
cv.notify_one();
}
@@ -210,8 +204,8 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
} else if (work.backend == Backend::Vulkan) {
auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
*work.vk_device, *work.scheduler, *work.descriptor_pool,
- *work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
- work.program);
+ *work.update_descriptor_queue, work.key, work.bindings, work.program,
+ work.num_color_buffers);
work.pp_cache->EmplacePipeline(std::move(pipeline));
}