1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
|
// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <condition_variable>
#include <memory>
#include <shared_mutex>
#include <thread>
#include <glad/glad.h>
#include "common/common_types.h"
#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_pipeline_cache.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/vulkan_common/vulkan_device.h"
namespace Core::Frontend {
class EmuWindow;
class GraphicsContext;
} // namespace Core::Frontend
namespace Tegra {
class GPU;
}
namespace Vulkan {
class VKPipelineCache;
}
namespace VideoCommon::Shader {
class AsyncShaders {
public:
enum class Backend {
OpenGL,
GLASM,
Vulkan,
};
struct ResultPrograms {
OpenGL::OGLProgram opengl;
OpenGL::OGLAssemblyProgram glasm;
};
struct Result {
u64 uid;
VAddr cpu_address;
Backend backend;
ResultPrograms program;
std::vector<u64> code;
std::vector<u64> code_b;
Tegra::Engines::ShaderType shader_type;
};
explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window_);
~AsyncShaders();
/// Start up shader worker threads
void AllocateWorkers();
/// Clear the shader queue and kill all worker threads
void FreeWorkers();
// Force end all threads
void KillWorkers();
/// Check to see if any shaders have actually been compiled
[[nodiscard]] bool HasCompletedWork() const;
/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
/// every shader async as some shaders are only built and executed once. We try to "guess" which
/// shader would be used only once
[[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
/// Pulls completed compiled shaders
[[nodiscard]] std::vector<Result> GetCompletedWork();
void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
CompilerSettings compiler_settings, const Registry& registry,
VAddr cpu_addr);
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::Device& device,
Vulkan::VKScheduler& scheduler,
Vulkan::VKDescriptorPool& descriptor_pool,
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program, Vulkan::GraphicsPipelineCacheKey key,
u32 num_color_buffers);
private:
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
/// Check our worker queue to see if we have any work queued already
[[nodiscard]] bool HasWorkQueued() const;
struct WorkerParams {
Backend backend;
// 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;
CompilerSettings compiler_settings;
std::optional<Registry> registry;
VAddr cpu_address;
// For Vulkan
Vulkan::VKPipelineCache* pp_cache;
const Vulkan::Device* vk_device;
Vulkan::VKScheduler* scheduler;
Vulkan::VKDescriptorPool* descriptor_pool;
Vulkan::VKUpdateDescriptorQueue* update_descriptor_queue;
std::vector<VkDescriptorSetLayoutBinding> bindings;
Vulkan::SPIRVProgram program;
Vulkan::GraphicsPipelineCacheKey key;
u32 num_color_buffers;
};
std::condition_variable cv;
mutable std::mutex queue_mutex;
mutable std::shared_mutex completed_mutex;
std::atomic<bool> is_thread_exiting{};
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
std::vector<std::thread> worker_threads;
std::queue<WorkerParams> pending_queue;
std::vector<Result> finished_work;
Core::Frontend::EmuWindow& emu_window;
};
} // namespace VideoCommon::Shader
|