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-rw-r--r--src/video_core/renderer_vulkan/vk_pipeline_cache.cpp26
1 files changed, 24 insertions, 2 deletions
diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
index a7f3619a5..741ed1a98 100644
--- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
+++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
@@ -240,6 +240,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
buffer_cache{buffer_cache_}, texture_cache{texture_cache_},
+ use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
serialization_thread(1, "yuzu:PipelineSerialization") {
const auto& float_control{device.FloatControlProperties()};
@@ -303,7 +304,7 @@ GraphicsPipeline* PipelineCache::CurrentGraphicsPipeline() {
GraphicsPipeline* const next{current_pipeline->Next(graphics_key)};
if (next) {
current_pipeline = next;
- return current_pipeline;
+ return BuiltPipeline(current_pipeline);
}
}
const auto [pair, is_new]{graphics_cache.try_emplace(graphics_key)};
@@ -318,7 +319,7 @@ GraphicsPipeline* PipelineCache::CurrentGraphicsPipeline() {
current_pipeline->AddTransition(pipeline.get());
}
current_pipeline = pipeline.get();
- return current_pipeline;
+ return BuiltPipeline(current_pipeline);
}
ComputePipeline* PipelineCache::CurrentComputePipeline() {
@@ -415,6 +416,27 @@ void PipelineCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading
workers.WaitForRequests();
}
+GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const noexcept {
+ if (pipeline->IsBuilt()) {
+ return pipeline;
+ }
+ if (!use_asynchronous_shaders) {
+ return pipeline;
+ }
+ // If something is using depth, we can assume that games are not rendering anything which
+ // will be used one time.
+ if (maxwell3d.regs.zeta_enable) {
+ return nullptr;
+ }
+ // 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 (maxwell3d.regs.index_array.count <= 6 || maxwell3d.regs.vertex_buffer.count <= 6) {
+ return pipeline;
+ }
+ return nullptr;
+}
+
std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
ShaderPools& pools, const GraphicsPipelineCacheKey& key,
std::span<Shader::Environment* const> envs, bool build_in_parallel) try {