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authorbunnei <bunneidev@gmail.com>2020-07-18 06:48:27 +0200
committerGitHub <noreply@github.com>2020-07-18 06:48:27 +0200
commit90cbcaa44a3901a832556258b5b97d8d7de34ca9 (patch)
tree570ff95dae035757fb2831804aae4f4ca681d354 /src/video_core
parentMerge pull request #4364 from lioncash/desig5 (diff)
parentFix style issues (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/CMakeLists.txt4
-rw-r--r--src/video_core/gpu.cpp2
-rw-r--r--src/video_core/gpu.h11
-rw-r--r--src/video_core/renderer_opengl/gl_device.cpp2
-rw-r--r--src/video_core/renderer_opengl/gl_device.h5
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp24
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h10
-rw-r--r--src/video_core/renderer_opengl/gl_resource_manager.h6
-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp181
-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.h36
-rw-r--r--src/video_core/shader/async_shaders.cpp181
-rw-r--r--src/video_core/shader/async_shaders.h109
-rw-r--r--src/video_core/shader_notify.cpp42
-rw-r--r--src/video_core/shader_notify.h29
14 files changed, 584 insertions, 58 deletions
diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt
index 21c46a567..3cd896a0f 100644
--- a/src/video_core/CMakeLists.txt
+++ b/src/video_core/CMakeLists.txt
@@ -98,6 +98,8 @@ add_library(video_core STATIC
sampler_cache.cpp
sampler_cache.h
shader_cache.h
+ shader_notify.cpp
+ shader_notify.h
shader/decode/arithmetic.cpp
shader/decode/arithmetic_immediate.cpp
shader/decode/bfe.cpp
@@ -128,6 +130,8 @@ add_library(video_core STATIC
shader/decode/other.cpp
shader/ast.cpp
shader/ast.h
+ shader/async_shaders.cpp
+ shader/async_shaders.h
shader/compiler_settings.cpp
shader/compiler_settings.h
shader/control_flow.cpp
diff --git a/src/video_core/gpu.cpp b/src/video_core/gpu.cpp
index 758bfe148..8e19c3373 100644
--- a/src/video_core/gpu.cpp
+++ b/src/video_core/gpu.cpp
@@ -20,6 +20,7 @@
#include "video_core/gpu.h"
#include "video_core/memory_manager.h"
#include "video_core/renderer_base.h"
+#include "video_core/shader_notify.h"
#include "video_core/video_core.h"
namespace Tegra {
@@ -36,6 +37,7 @@ GPU::GPU(Core::System& system, std::unique_ptr<VideoCore::RendererBase>&& render
kepler_compute = std::make_unique<Engines::KeplerCompute>(system, rasterizer, *memory_manager);
maxwell_dma = std::make_unique<Engines::MaxwellDMA>(system, *memory_manager);
kepler_memory = std::make_unique<Engines::KeplerMemory>(system, *memory_manager);
+ shader_notify = std::make_unique<VideoCore::ShaderNotify>();
}
GPU::~GPU() = default;
diff --git a/src/video_core/gpu.h b/src/video_core/gpu.h
index 2c42483bd..8d04d9fd9 100644
--- a/src/video_core/gpu.h
+++ b/src/video_core/gpu.h
@@ -33,6 +33,7 @@ class System;
namespace VideoCore {
class RendererBase;
+class ShaderNotify;
} // namespace VideoCore
namespace Tegra {
@@ -207,6 +208,14 @@ public:
return *renderer;
}
+ VideoCore::ShaderNotify& ShaderNotify() {
+ return *shader_notify;
+ }
+
+ const VideoCore::ShaderNotify& ShaderNotify() const {
+ return *shader_notify;
+ }
+
// Waits for the GPU to finish working
virtual void WaitIdle() const = 0;
@@ -347,6 +356,8 @@ private:
std::unique_ptr<Engines::MaxwellDMA> maxwell_dma;
/// Inline memory engine
std::unique_ptr<Engines::KeplerMemory> kepler_memory;
+ /// Shader build notifier
+ std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp
index c1f20f0ab..630acb73b 100644
--- a/src/video_core/renderer_opengl/gl_device.cpp
+++ b/src/video_core/renderer_opengl/gl_device.cpp
@@ -233,6 +233,8 @@ Device::Device()
GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
+ use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue();
+
LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
diff --git a/src/video_core/renderer_opengl/gl_device.h b/src/video_core/renderer_opengl/gl_device.h
index e1d811966..94d38d7d1 100644
--- a/src/video_core/renderer_opengl/gl_device.h
+++ b/src/video_core/renderer_opengl/gl_device.h
@@ -104,6 +104,10 @@ public:
return use_assembly_shaders;
}
+ bool UseAsynchronousShaders() const {
+ return use_asynchronous_shaders;
+ }
+
private:
static bool TestVariableAoffi();
static bool TestPreciseBug();
@@ -127,6 +131,7 @@ private:
bool has_fast_buffer_sub_data{};
bool has_nv_viewport_array2{};
bool use_assembly_shaders{};
+ bool use_asynchronous_shaders{};
};
} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e960a0ef1..c3fad563c 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -149,7 +149,8 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
shader_cache{*this, system, emu_window, device}, query_cache{system, *this},
buffer_cache{*this, system, device, STREAM_BUFFER_SIZE},
fence_manager{system, *this, texture_cache, buffer_cache, query_cache}, system{system},
- screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker} {
+ screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker},
+ async_shaders{emu_window} {
CheckExtensions();
unified_uniform_buffer.Create();
@@ -162,6 +163,23 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
nullptr, 0);
}
}
+
+ if (device.UseAsynchronousShaders()) {
+ // Max worker threads we should allow
+ constexpr auto MAX_THREADS = 2u;
+ // Amount of threads we should reserve for other parts of yuzu
+ constexpr auto RESERVED_THREADS = 6u;
+ // Get the amount of threads we can use(this can return zero)
+ const auto cpu_thread_count =
+ std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
+ // Deduce how many "extra" threads we have to use.
+ const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
+ // Always allow at least 1 thread regardless of our settings
+ const auto max_worker_count = std::max(1u, max_threads_unused);
+ // Don't use more than MAX_THREADS
+ const auto worker_count = std::min(max_worker_count, MAX_THREADS);
+ async_shaders.AllocateWorkers(worker_count);
+ }
}
RasterizerOpenGL::~RasterizerOpenGL() {
@@ -336,7 +354,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
continue;
}
- Shader* const shader = shader_cache.GetStageProgram(program);
+ Shader* shader = shader_cache.GetStageProgram(program, async_shaders);
if (device.UseAssemblyShaders()) {
// Check for ARB limitation. We only have 16 SSBOs per context state. To workaround this
@@ -353,7 +371,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
SetupDrawTextures(stage, shader);
SetupDrawImages(stage, shader);
- const GLuint program_handle = shader->GetHandle();
+ const GLuint program_handle = shader->IsBuilt() ? shader->GetHandle() : 0;
switch (program) {
case Maxwell::ShaderProgram::VertexA:
case Maxwell::ShaderProgram::VertexB:
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index 4f082592f..a95646936 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -33,6 +33,7 @@
#include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/renderer_opengl/gl_texture_cache.h"
#include "video_core/renderer_opengl/utils.h"
+#include "video_core/shader/async_shaders.h"
#include "video_core/textures/texture.h"
namespace Core {
@@ -91,6 +92,14 @@ public:
return num_queued_commands > 0;
}
+ VideoCommon::Shader::AsyncShaders& GetAsyncShaders() {
+ return async_shaders;
+ }
+
+ const VideoCommon::Shader::AsyncShaders& GetAsyncShaders() const {
+ return async_shaders;
+ }
+
private:
/// Configures the color and depth framebuffer states.
void ConfigureFramebuffers();
@@ -242,6 +251,7 @@ private:
ScreenInfo& screen_info;
ProgramManager& program_manager;
StateTracker& state_tracker;
+ VideoCommon::Shader::AsyncShaders async_shaders;
static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
diff --git a/src/video_core/renderer_opengl/gl_resource_manager.h b/src/video_core/renderer_opengl/gl_resource_manager.h
index f8b322227..b05cb641c 100644
--- a/src/video_core/renderer_opengl/gl_resource_manager.h
+++ b/src/video_core/renderer_opengl/gl_resource_manager.h
@@ -177,6 +177,12 @@ public:
Release();
}
+ OGLAssemblyProgram& operator=(OGLAssemblyProgram&& o) noexcept {
+ Release();
+ handle = std::exchange(o.handle, 0);
+ return *this;
+ }
+
/// Deletes the internal OpenGL resource
void Release();
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index c6a3bf3a1..f469ed656 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -31,6 +31,7 @@
#include "video_core/shader/registry.h"
#include "video_core/shader/shader_ir.h"
#include "video_core/shader_cache.h"
+#include "video_core/shader_notify.h"
namespace OpenGL {
@@ -140,9 +141,24 @@ std::shared_ptr<Registry> MakeRegistry(const ShaderDiskCacheEntry& entry) {
return registry;
}
+std::unordered_set<GLenum> GetSupportedFormats() {
+ GLint num_formats;
+ glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
+
+ std::vector<GLint> formats(num_formats);
+ glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
+
+ std::unordered_set<GLenum> supported_formats;
+ for (const GLint format : formats) {
+ supported_formats.insert(static_cast<GLenum>(format));
+ }
+ return supported_formats;
+}
+
+} // Anonymous namespace
+
ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 unique_identifier,
- const ShaderIR& ir, const Registry& registry,
- bool hint_retrievable = false) {
+ const ShaderIR& ir, const Registry& registry, bool hint_retrievable) {
const std::string shader_id = MakeShaderID(unique_identifier, shader_type);
LOG_INFO(Render_OpenGL, "{}", shader_id);
@@ -181,30 +197,17 @@ ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 u
return program;
}
-std::unordered_set<GLenum> GetSupportedFormats() {
- GLint num_formats;
- glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
-
- std::vector<GLint> formats(num_formats);
- glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
-
- std::unordered_set<GLenum> supported_formats;
- for (const GLint format : formats) {
- supported_formats.insert(static_cast<GLenum>(format));
- }
- return supported_formats;
-}
-
-} // Anonymous namespace
-
Shader::Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry_, ShaderEntries entries_,
- ProgramSharedPtr program_)
- : registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)} {
+ ProgramSharedPtr program_, bool is_built)
+ : registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)},
+ is_built(is_built) {
handle = program->assembly_program.handle;
if (handle == 0) {
handle = program->source_program.handle;
}
- ASSERT(handle != 0);
+ if (is_built) {
+ ASSERT(handle != 0);
+ }
}
Shader::~Shader() = default;
@@ -214,42 +217,82 @@ GLuint Shader::GetHandle() const {
return handle;
}
-std::unique_ptr<Shader> Shader::CreateStageFromMemory(const ShaderParameters& params,
- Maxwell::ShaderProgram program_type,
- ProgramCode code, ProgramCode code_b) {
+bool Shader::IsBuilt() const {
+ return is_built;
+}
+
+void Shader::AsyncOpenGLBuilt(OGLProgram new_program) {
+ program->source_program = std::move(new_program);
+ handle = program->source_program.handle;
+ is_built = true;
+}
+
+void Shader::AsyncGLASMBuilt(OGLAssemblyProgram new_program) {
+ program->assembly_program = std::move(new_program);
+ handle = program->assembly_program.handle;
+ is_built = true;
+}
+
+std::unique_ptr<Shader> Shader::CreateStageFromMemory(
+ const ShaderParameters& params, Maxwell::ShaderProgram program_type, ProgramCode code,
+ ProgramCode code_b, VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr) {
const auto shader_type = GetShaderType(program_type);
const std::size_t size_in_bytes = code.size() * sizeof(u64);
- auto registry = std::make_shared<Registry>(shader_type, params.system.GPU().Maxwell3D());
- const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
- // TODO(Rodrigo): Handle VertexA shaders
- // std::optional<ShaderIR> ir_b;
- // if (!code_b.empty()) {
- // ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
- // }
- auto program = BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
+ auto& gpu = params.system.GPU();
+ gpu.ShaderNotify().MarkSharderBuilding();
+
+ auto registry = std::make_shared<Registry>(shader_type, gpu.Maxwell3D());
+ if (!async_shaders.IsShaderAsync(params.system.GPU()) ||
+ !params.device.UseAsynchronousShaders()) {
+ const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
+ // TODO(Rodrigo): Handle VertexA shaders
+ // std::optional<ShaderIR> ir_b;
+ // if (!code_b.empty()) {
+ // ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
+ // }
+ auto program =
+ BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
+ ShaderDiskCacheEntry entry;
+ entry.type = shader_type;
+ entry.code = std::move(code);
+ entry.code_b = std::move(code_b);
+ entry.unique_identifier = params.unique_identifier;
+ entry.bound_buffer = registry->GetBoundBuffer();
+ entry.graphics_info = registry->GetGraphicsInfo();
+ entry.keys = registry->GetKeys();
+ entry.bound_samplers = registry->GetBoundSamplers();
+ entry.bindless_samplers = registry->GetBindlessSamplers();
+ params.disk_cache.SaveEntry(std::move(entry));
+
+ gpu.ShaderNotify().MarkShaderComplete();
+
+ return std::unique_ptr<Shader>(new Shader(std::move(registry),
+ MakeEntries(params.device, ir, shader_type),
+ std::move(program), true));
+ } else {
+ // Required for entries
+ const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
+ auto entries = MakeEntries(params.device, ir, shader_type);
- ShaderDiskCacheEntry entry;
- entry.type = shader_type;
- entry.code = std::move(code);
- entry.code_b = std::move(code_b);
- entry.unique_identifier = params.unique_identifier;
- entry.bound_buffer = registry->GetBoundBuffer();
- entry.graphics_info = registry->GetGraphicsInfo();
- entry.keys = registry->GetKeys();
- entry.bound_samplers = registry->GetBoundSamplers();
- entry.bindless_samplers = registry->GetBindlessSamplers();
- params.disk_cache.SaveEntry(std::move(entry));
+ async_shaders.QueueOpenGLShader(params.device, shader_type, params.unique_identifier,
+ std::move(code), std::move(code_b), STAGE_MAIN_OFFSET,
+ COMPILER_SETTINGS, *registry, cpu_addr);
- return std::unique_ptr<Shader>(new Shader(
- std::move(registry), MakeEntries(params.device, ir, shader_type), std::move(program)));
+ auto program = std::make_shared<ProgramHandle>();
+ return std::unique_ptr<Shader>(
+ new Shader(std::move(registry), std::move(entries), std::move(program), false));
+ }
}
std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& params,
ProgramCode code) {
const std::size_t size_in_bytes = code.size() * sizeof(u64);
- auto& engine = params.system.GPU().KeplerCompute();
+ auto& gpu = params.system.GPU();
+ gpu.ShaderNotify().MarkSharderBuilding();
+
+ auto& engine = gpu.KeplerCompute();
auto registry = std::make_shared<Registry>(ShaderType::Compute, engine);
const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
const u64 uid = params.unique_identifier;
@@ -266,6 +309,8 @@ std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& p
entry.bindless_samplers = registry->GetBindlessSamplers();
params.disk_cache.SaveEntry(std::move(entry));
+ gpu.ShaderNotify().MarkShaderComplete();
+
return std::unique_ptr<Shader>(new Shader(std::move(registry),
MakeEntries(params.device, ir, ShaderType::Compute),
std::move(program)));
@@ -436,14 +481,51 @@ ProgramSharedPtr ShaderCacheOpenGL::GeneratePrecompiledProgram(
return program;
}
-Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
+Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program,
+ VideoCommon::Shader::AsyncShaders& async_shaders) {
if (!system.GPU().Maxwell3D().dirty.flags[Dirty::Shaders]) {
- return last_shaders[static_cast<std::size_t>(program)];
+ auto* last_shader = last_shaders[static_cast<std::size_t>(program)];
+ if (last_shader->IsBuilt()) {
+ return last_shader;
+ }
}
auto& memory_manager{system.GPU().MemoryManager()};
const GPUVAddr address{GetShaderAddress(system, program)};
+ if (device.UseAsynchronousShaders() && async_shaders.HasCompletedWork()) {
+ auto completed_work = async_shaders.GetCompletedWork();
+ for (auto& work : completed_work) {
+ Shader* shader = TryGet(work.cpu_address);
+ auto& gpu = system.GPU();
+ gpu.ShaderNotify().MarkShaderComplete();
+ if (shader == nullptr) {
+ continue;
+ }
+ using namespace VideoCommon::Shader;
+ if (work.backend == AsyncShaders::Backend::OpenGL) {
+ shader->AsyncOpenGLBuilt(std::move(work.program.opengl));
+ } else if (work.backend == AsyncShaders::Backend::GLASM) {
+ shader->AsyncGLASMBuilt(std::move(work.program.glasm));
+ }
+
+ ShaderDiskCacheEntry entry;
+ entry.type = work.shader_type;
+ entry.code = std::move(work.code);
+ entry.code_b = std::move(work.code_b);
+ entry.unique_identifier = work.uid;
+
+ auto& registry = shader->GetRegistry();
+
+ entry.bound_buffer = registry.GetBoundBuffer();
+ entry.graphics_info = registry.GetGraphicsInfo();
+ entry.keys = registry.GetKeys();
+ entry.bound_samplers = registry.GetBoundSamplers();
+ entry.bindless_samplers = registry.GetBindlessSamplers();
+ disk_cache.SaveEntry(std::move(entry));
+ }
+ }
+
// Look up shader in the cache based on address
const auto cpu_addr{memory_manager.GpuToCpuAddress(address)};
if (Shader* const shader{cpu_addr ? TryGet(*cpu_addr) : null_shader.get()}) {
@@ -471,7 +553,8 @@ Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
std::unique_ptr<Shader> shader;
const auto found = runtime_cache.find(unique_identifier);
if (found == runtime_cache.end()) {
- shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b));
+ shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b),
+ async_shaders, cpu_addr.value_or(0));
} else {
shader = Shader::CreateFromCache(params, found->second);
}
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.h b/src/video_core/renderer_opengl/gl_shader_cache.h
index 994aaeaf2..7528ac686 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.h
+++ b/src/video_core/renderer_opengl/gl_shader_cache.h
@@ -33,6 +33,10 @@ namespace Core::Frontend {
class EmuWindow;
}
+namespace VideoCommon::Shader {
+class AsyncShaders;
+}
+
namespace OpenGL {
class Device;
@@ -61,6 +65,11 @@ struct ShaderParameters {
u64 unique_identifier;
};
+ProgramSharedPtr BuildShader(const Device& device, Tegra::Engines::ShaderType shader_type,
+ u64 unique_identifier, const VideoCommon::Shader::ShaderIR& ir,
+ const VideoCommon::Shader::Registry& registry,
+ bool hint_retrievable = false);
+
class Shader final {
public:
~Shader();
@@ -68,15 +77,28 @@ public:
/// Gets the GL program handle for the shader
GLuint GetHandle() const;
+ bool IsBuilt() const;
+
/// Gets the shader entries for the shader
const ShaderEntries& GetEntries() const {
return entries;
}
- static std::unique_ptr<Shader> CreateStageFromMemory(const ShaderParameters& params,
- Maxwell::ShaderProgram program_type,
- ProgramCode program_code,
- ProgramCode program_code_b);
+ const VideoCommon::Shader::Registry& GetRegistry() const {
+ return *registry;
+ }
+
+ /// Mark a OpenGL shader as built
+ void AsyncOpenGLBuilt(OGLProgram new_program);
+
+ /// Mark a GLASM shader as built
+ void AsyncGLASMBuilt(OGLAssemblyProgram new_program);
+
+ static std::unique_ptr<Shader> CreateStageFromMemory(
+ const ShaderParameters& params, Maxwell::ShaderProgram program_type,
+ ProgramCode program_code, ProgramCode program_code_b,
+ VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr);
+
static std::unique_ptr<Shader> CreateKernelFromMemory(const ShaderParameters& params,
ProgramCode code);
@@ -85,12 +107,13 @@ public:
private:
explicit Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry, ShaderEntries entries,
- ProgramSharedPtr program);
+ ProgramSharedPtr program, bool is_built = true);
std::shared_ptr<VideoCommon::Shader::Registry> registry;
ShaderEntries entries;
ProgramSharedPtr program;
GLuint handle = 0;
+ bool is_built{};
};
class ShaderCacheOpenGL final : public VideoCommon::ShaderCache<Shader> {
@@ -104,7 +127,8 @@ public:
const VideoCore::DiskResourceLoadCallback& callback);
/// Gets the current specified shader stage program
- Shader* GetStageProgram(Maxwell::ShaderProgram program);
+ Shader* GetStageProgram(Maxwell::ShaderProgram program,
+ VideoCommon::Shader::AsyncShaders& async_shaders);
/// Gets a compute kernel in the passed address
Shader* GetComputeKernel(GPUVAddr code_addr);
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
new file mode 100644
index 000000000..b7f66d7ee
--- /dev/null
+++ b/src/video_core/shader/async_shaders.cpp
@@ -0,0 +1,181 @@
+// 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) {
+ WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
+ : AsyncShaders::Backend::OpenGL,
+ device,
+ shader_type,
+ uid,
+ std::move(code),
+ std::move(code_b),
+ main_offset,
+ compiler_settings,
+ registry,
+ cpu_addr};
+ std::unique_lock lock(queue_mutex);
+ pending_queue.push_back(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
+ WorkerParams work = std::move(pending_queue.front());
+ pending_queue.pop_front();
+
+ lock.unlock();
+
+ if (work.backend == AsyncShaders::Backend::OpenGL ||
+ work.backend == AsyncShaders::Backend::GLASM) {
+ const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
+ const auto scope = context->Acquire();
+ auto program =
+ OpenGL::BuildShader(work.device, work.shader_type, work.uid, ir, work.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 == AsyncShaders::Backend::OpenGL) {
+ result.program.opengl = std::move(program->source_program);
+ } else if (work.backend == AsyncShaders::Backend::GLASM) {
+ result.program.glasm = std::move(program->assembly_program);
+ }
+
+ {
+ std::unique_lock complete_lock(completed_mutex);
+ finished_work.push_back(std::move(result));
+ }
+ }
+ }
+}
+
+} // namespace VideoCommon::Shader
diff --git a/src/video_core/shader/async_shaders.h b/src/video_core/shader/async_shaders.h
new file mode 100644
index 000000000..2f5ee94ad
--- /dev/null
+++ b/src/video_core/shader/async_shaders.h
@@ -0,0 +1,109 @@
+// 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 <deque>
+#include <memory>
+#include <shared_mutex>
+#include <thread>
+#include "common/bit_field.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"
+
+namespace Core::Frontend {
+class EmuWindow;
+class GraphicsContext;
+} // namespace Core::Frontend
+
+namespace Tegra {
+class GPU;
+}
+
+namespace VideoCommon::Shader {
+
+class AsyncShaders {
+public:
+ enum class Backend {
+ OpenGL,
+ GLASM,
+ };
+
+ 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(std::size_t num_workers);
+
+ /// 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
+ bool HasCompletedWork();
+
+ /// 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
+ bool IsShaderAsync(const Tegra::GPU& gpu) const;
+
+ /// Pulls completed compiled shaders
+ 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,
+ VideoCommon::Shader::CompilerSettings compiler_settings,
+ const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
+
+private:
+ void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
+
+ /// Check our worker queue to see if we have any work queued already
+ bool HasWorkQueued();
+
+ struct WorkerParams {
+ AsyncShaders::Backend backend;
+ 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;
+ VAddr cpu_address;
+ };
+
+ std::condition_variable cv;
+ std::mutex queue_mutex;
+ 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::deque<WorkerParams> pending_queue;
+ std::vector<AsyncShaders::Result> finished_work;
+ Core::Frontend::EmuWindow& emu_window;
+};
+
+} // namespace VideoCommon::Shader
diff --git a/src/video_core/shader_notify.cpp b/src/video_core/shader_notify.cpp
new file mode 100644
index 000000000..c3c71657d
--- /dev/null
+++ b/src/video_core/shader_notify.cpp
@@ -0,0 +1,42 @@
+// Copyright 2020 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "video_core/shader_notify.h"
+
+using namespace std::chrono_literals;
+
+namespace VideoCore {
+namespace {
+constexpr auto UPDATE_TICK = 32ms;
+}
+
+ShaderNotify::ShaderNotify() = default;
+ShaderNotify::~ShaderNotify() = default;
+
+std::size_t ShaderNotify::GetShadersBuilding() {
+ const auto now = std::chrono::high_resolution_clock::now();
+ const auto diff = now - last_update;
+ if (diff > UPDATE_TICK) {
+ std::shared_lock lock(mutex);
+ last_updated_count = accurate_count;
+ }
+ return last_updated_count;
+}
+
+std::size_t ShaderNotify::GetShadersBuildingAccurate() {
+ std::shared_lock lock{mutex};
+ return accurate_count;
+}
+
+void ShaderNotify::MarkShaderComplete() {
+ std::unique_lock lock{mutex};
+ accurate_count--;
+}
+
+void ShaderNotify::MarkSharderBuilding() {
+ std::unique_lock lock{mutex};
+ accurate_count++;
+}
+
+} // namespace VideoCore
diff --git a/src/video_core/shader_notify.h b/src/video_core/shader_notify.h
new file mode 100644
index 000000000..a9c92d179
--- /dev/null
+++ b/src/video_core/shader_notify.h
@@ -0,0 +1,29 @@
+// Copyright 2020 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <chrono>
+#include <shared_mutex>
+#include "common/common_types.h"
+
+namespace VideoCore {
+class ShaderNotify {
+public:
+ ShaderNotify();
+ ~ShaderNotify();
+
+ std::size_t GetShadersBuilding();
+ std::size_t GetShadersBuildingAccurate();
+
+ void MarkShaderComplete();
+ void MarkSharderBuilding();
+
+private:
+ std::size_t last_updated_count{};
+ std::size_t accurate_count{};
+ std::shared_mutex mutex;
+ std::chrono::high_resolution_clock::time_point last_update{};
+};
+} // namespace VideoCore