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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
ShaderCache: Fix several issues in background shader compiling
- In D3D, shaders could be compiled on the main thread, blocking startup. - Reduced the latency between a pipeline being requested and used in all backends in hybrid ubershader mode, when no shader stages were present. - Fixed a case where async compilation could cause the same UID to be appended multiple times to the UID cache. - Fix incorrect number of threads being used when immediately compile shaders was enabled.
This commit is contained in:
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6813c5e1e9
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517a977444
@ -57,6 +57,12 @@ bool AsyncShaderCompiler::HasPendingWork()
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return !m_pending_work.empty() || m_busy_workers.load() != 0;
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}
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bool AsyncShaderCompiler::HasCompletedWork()
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{
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std::lock_guard<std::mutex> guard(m_completed_work_lock);
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return !m_completed_work.empty();
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}
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void AsyncShaderCompiler::WaitUntilCompletion()
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{
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while (HasPendingWork())
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@ -45,6 +45,7 @@ public:
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void QueueWorkItem(WorkItemPtr item);
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void RetrieveWorkItems();
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bool HasPendingWork();
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bool HasCompletedWork();
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// Simpler version without progress updates.
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void WaitUntilCompletion();
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@ -41,7 +41,7 @@ bool ShaderCache::Initialize()
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// Queue ubershader precompiling if required.
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if (g_ActiveConfig.UsingUberShaders())
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PrecompileUberShaders();
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QueueUberShaderPipelines();
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// Compile all known UIDs.
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CompileMissingPipelines();
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@ -106,11 +106,12 @@ const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineUid& uid)
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if (it != m_gx_pipeline_cache.end() && !it->second.second)
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return it->second.first.get();
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const bool exists_in_cache = it != m_gx_pipeline_cache.end();
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std::unique_ptr<AbstractPipeline> pipeline;
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std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
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if (pipeline_config)
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pipeline = g_renderer->CreatePipeline(*pipeline_config);
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if (g_ActiveConfig.bShaderCache)
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if (g_ActiveConfig.bShaderCache && !exists_in_cache)
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AppendGXPipelineUID(uid);
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return InsertGXPipeline(uid, std::move(pipeline));
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}
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@ -120,46 +121,14 @@ std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const
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auto it = m_gx_pipeline_cache.find(uid);
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if (it != m_gx_pipeline_cache.end())
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{
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// .second is the pending flag, i.e. compiling in the background.
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if (!it->second.second)
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return it->second.first.get();
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else
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return {};
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}
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auto vs_iter = m_vs_cache.shader_map.find(uid.vs_uid);
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if (vs_iter == m_vs_cache.shader_map.end())
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{
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QueueVertexShaderCompile(uid.vs_uid);
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return {};
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}
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else if (vs_iter->second.pending)
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{
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// VS is still compiling.
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return {};
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}
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auto ps_iter = m_ps_cache.shader_map.find(uid.ps_uid);
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if (ps_iter == m_ps_cache.shader_map.end())
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{
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QueuePixelShaderCompile(uid.ps_uid);
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return {};
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}
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else if (ps_iter->second.pending)
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{
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// PS is still compiling.
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return {};
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}
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if (NeedsGeometryShader(uid.gs_uid))
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{
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auto gs_iter = m_gs_cache.shader_map.find(uid.gs_uid);
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if (gs_iter == m_gs_cache.shader_map.end())
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CreateGeometryShader(uid.gs_uid);
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}
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// All shader stages are present, queue the pipeline compile.
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if (g_ActiveConfig.bShaderCache)
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AppendGXPipelineUID(uid);
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AppendGXPipelineUID(uid);
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QueuePipelineCompile(uid);
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return {};
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}
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@ -179,7 +148,7 @@ const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineU
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void ShaderCache::WaitForAsyncCompiler()
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{
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while (m_async_shader_compiler->HasPendingWork())
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while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
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{
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m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
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Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
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@ -803,123 +772,137 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
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class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
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{
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public:
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PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_,
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const AbstractPipelineConfig& config_)
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: shader_cache(shader_cache_), uid(uid_), config(config_)
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PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_)
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: shader_cache(shader_cache_), uid(uid_)
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{
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// Check if all the stages required for this pipeline have been compiled.
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// If not, this work item becomes a no-op, and re-queues the pipeline for the next frame.
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if (SetStagesReady())
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config = shader_cache->GetGXPipelineConfig(uid);
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}
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bool SetStagesReady()
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{
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stages_ready = true;
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auto vs_it = shader_cache->m_vs_cache.shader_map.find(uid.vs_uid);
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stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending;
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if (vs_it == shader_cache->m_vs_cache.shader_map.end())
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shader_cache->QueueVertexShaderCompile(uid.vs_uid);
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auto ps_it = shader_cache->m_ps_cache.shader_map.find(uid.ps_uid);
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stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending;
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if (ps_it == shader_cache->m_ps_cache.shader_map.end())
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shader_cache->QueuePixelShaderCompile(uid.ps_uid);
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return stages_ready;
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}
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bool Compile() override
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{
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pipeline = g_renderer->CreatePipeline(config);
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if (config)
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pipeline = g_renderer->CreatePipeline(*config);
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return true;
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}
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void Retrieve() override { shader_cache->InsertGXPipeline(uid, std::move(pipeline)); }
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void Retrieve() override
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{
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if (stages_ready)
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{
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shader_cache->InsertGXPipeline(uid, std::move(pipeline));
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}
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else
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{
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// Re-queue for next frame.
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auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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shader_cache, uid);
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shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi));
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}
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}
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private:
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ShaderCache* shader_cache;
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std::unique_ptr<AbstractPipeline> pipeline;
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GXPipelineUid uid;
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AbstractPipelineConfig config;
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std::optional<AbstractPipelineConfig> config;
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bool stages_ready;
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};
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auto config = GetGXPipelineConfig(uid);
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if (!config)
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{
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// One or more stages failed to compile.
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InsertGXPipeline(uid, nullptr);
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return;
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}
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auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, *config);
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auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid);
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m_async_shader_compiler->QueueWorkItem(std::move(wi));
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m_gx_pipeline_cache[uid].second = true;
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}
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void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
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{
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// Since the shaders may not be compiled at pipelines request time, we do this in two passes.
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// This is necessary because we can't access the caches in the worker thread.
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class UberPipelineCompilePass final : public AsyncShaderCompiler::WorkItem
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class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
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{
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public:
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UberPipelineCompilePass(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_,
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const AbstractPipelineConfig& config_)
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: shader_cache(shader_cache_), uid(uid_), config(config_)
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UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_)
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: shader_cache(shader_cache_), uid(uid_)
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{
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// Check if all the stages required for this UberPipeline have been compiled.
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// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
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if (SetStagesReady())
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config = shader_cache->GetGXUberPipelineConfig(uid);
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}
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bool SetStagesReady()
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{
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stages_ready = true;
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auto vs_it = shader_cache->m_uber_vs_cache.shader_map.find(uid.vs_uid);
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stages_ready &=
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vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending;
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if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end())
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shader_cache->QueueVertexUberShaderCompile(uid.vs_uid);
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auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(uid.ps_uid);
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stages_ready &=
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ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending;
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if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end())
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shader_cache->QueuePixelUberShaderCompile(uid.ps_uid);
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return stages_ready;
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}
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bool Compile() override
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{
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pipeline = g_renderer->CreatePipeline(config);
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if (config)
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UberPipeline = g_renderer->CreatePipeline(*config);
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return true;
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}
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void Retrieve() override { shader_cache->InsertGXUberPipeline(uid, std::move(pipeline)); }
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private:
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ShaderCache* shader_cache;
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std::unique_ptr<AbstractPipeline> pipeline;
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GXUberPipelineUid uid;
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AbstractPipelineConfig config;
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};
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class UberPipelinePreparePass final : public AsyncShaderCompiler::WorkItem
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{
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public:
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UberPipelinePreparePass(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_)
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: shader_cache(shader_cache_), uid(uid_)
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{
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}
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bool Compile() override { return true; }
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void Retrieve() override
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{
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auto config = shader_cache->GetGXUberPipelineConfig(uid);
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if (!config)
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if (stages_ready)
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{
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// One or more stages failed to compile.
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shader_cache->InsertGXUberPipeline(uid, nullptr);
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return;
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shader_cache->InsertGXUberPipeline(uid, std::move(UberPipeline));
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}
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else
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{
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// Re-queue for next frame.
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auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(
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shader_cache, uid);
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shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi));
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}
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auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineCompilePass>(
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shader_cache, uid, *config);
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shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi));
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}
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private:
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ShaderCache* shader_cache;
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std::unique_ptr<AbstractPipeline> UberPipeline;
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GXUberPipelineUid uid;
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std::optional<AbstractPipelineConfig> config;
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bool stages_ready;
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};
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auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelinePreparePass>(this, uid);
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auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid);
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m_async_shader_compiler->QueueWorkItem(std::move(wi));
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m_gx_uber_pipeline_cache[uid].second = true;
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}
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void ShaderCache::PrecompileUberShaders()
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void ShaderCache::QueueUberShaderPipelines()
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{
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// Geometry shaders are required for the pipelines.
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if (m_host_config.backend_geometry_shaders)
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{
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EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
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auto iter = m_gs_cache.shader_map.find(guid);
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if (iter == m_gs_cache.shader_map.end())
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CreateGeometryShader(guid);
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});
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}
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// Queue shader compiling.
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UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
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auto iter = m_uber_vs_cache.shader_map.find(vuid);
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if (iter == m_uber_vs_cache.shader_map.end())
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QueueVertexUberShaderCompile(vuid);
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});
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UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
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auto iter = m_uber_ps_cache.shader_map.find(puid);
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if (iter == m_uber_ps_cache.shader_map.end())
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QueuePixelUberShaderCompile(puid);
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});
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// Create a dummy vertex format with no attributes.
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// All attributes will be enabled in GetUberVertexFormat.
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PortableVertexDeclaration dummy_vertex_decl = {};
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@ -957,9 +940,11 @@ void ShaderCache::PrecompileUberShaders()
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return;
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EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
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if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
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if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
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(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
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{
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return;
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}
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QueueDummyPipeline(vuid, guid, puid);
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});
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});
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@ -72,7 +72,7 @@ private:
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void CompileMissingPipelines();
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void InvalidateCachedPipelines();
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void ClearPipelineCaches();
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void PrecompileUberShaders();
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void QueueUberShaderPipelines();
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// GX shader compiler methods
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std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
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@ -198,7 +198,7 @@ u32 VideoConfig::GetShaderCompilerThreads() const
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u32 VideoConfig::GetShaderPrecompilerThreads() const
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{
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// When using background compilation, always keep the same thread count.
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if (bWaitForShadersBeforeStarting)
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if (!bWaitForShadersBeforeStarting)
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return GetShaderCompilerThreads();
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if (!backend_info.bSupportsBackgroundCompiling)
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