ShaderCache: Implement compile priority

Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
This commit is contained in:
Stenzek
2018-03-16 22:48:56 +10:00
parent d3dd85dbd7
commit 93865b327f
4 changed files with 60 additions and 41 deletions

View File

@ -129,7 +129,7 @@ std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const
}
AppendGXPipelineUID(uid);
QueuePipelineCompile(uid);
QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
return {};
}
@ -249,12 +249,12 @@ void ShaderCache::CompileMissingPipelines()
for (auto& it : m_gx_pipeline_cache)
{
if (!it.second.second)
QueuePipelineCompile(it.first);
QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
}
for (auto& it : m_gx_uber_pipeline_cache)
{
if (!it.second.second)
QueueUberPipelineCompile(it.first);
QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
}
}
@ -655,7 +655,7 @@ void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config)
}
}
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid)
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority)
{
class VertexShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -680,10 +680,10 @@ void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid)
m_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid)
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority)
{
class VertexUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -708,10 +708,10 @@ void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid
m_uber_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid)
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority)
{
class PixelShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -736,10 +736,10 @@ void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid)
m_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid)
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority)
{
class PixelUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -764,16 +764,16 @@ void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid&
m_uber_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid, u32 priority)
{
class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this pipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the pipeline for the next frame.
@ -788,12 +788,12 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
auto vs_it = shader_cache->m_vs_cache.shader_map.find(uid.vs_uid);
stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_vs_cache.shader_map.end())
shader_cache->QueueVertexShaderCompile(uid.vs_uid);
shader_cache->QueueVertexShaderCompile(uid.vs_uid, priority);
auto ps_it = shader_cache->m_ps_cache.shader_map.find(uid.ps_uid);
stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_ps_cache.shader_map.end())
shader_cache->QueuePixelShaderCompile(uid.ps_uid);
shader_cache->QueuePixelShaderCompile(uid.ps_uid, priority);
return stages_ready;
}
@ -815,8 +815,8 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
shader_cache, uid);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi));
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
@ -824,22 +824,23 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> pipeline;
GXPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority)
{
class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this UberPipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
@ -855,13 +856,13 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
stages_ready &=
vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end())
shader_cache->QueueVertexUberShaderCompile(uid.vs_uid);
shader_cache->QueueVertexUberShaderCompile(uid.vs_uid, priority);
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(uid.ps_uid);
stages_ready &=
ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end())
shader_cache->QueuePixelUberShaderCompile(uid.ps_uid);
shader_cache->QueuePixelUberShaderCompile(uid.ps_uid, priority);
return stages_ready;
}
@ -883,8 +884,8 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(
shader_cache, uid);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi));
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
@ -892,12 +893,13 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> UberPipeline;
GXUberPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_uber_pipeline_cache[uid].second = true;
}