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-rw-r--r--src/video_core/shader/async_shaders.cpp135
-rw-r--r--src/video_core/shader/async_shaders.h4
2 files changed, 78 insertions, 61 deletions
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index 335a0d05b..c536b025b 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -111,20 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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};
-
+ auto p = std::make_unique<WorkerParams>();
+ p->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
+ p->device = &device;
+ p->shader_type = shader_type;
+ p->uid = uid;
+ p->code = std::move(code);
+ p->code_b = std::move(code_b);
+ p->main_offset = main_offset;
+ p->compiler_settings = compiler_settings;
+ p->registry = &registry;
+ p->cpu_address = cpu_addr;
std::unique_lock lock(queue_mutex);
- pending_queue.push_back(std::move(params));
+ pending_queue.push(std::move(p));
cv.notify_one();
}
@@ -134,19 +133,19 @@ void AsyncShaders::QueueVulkanShader(
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
Vulkan::FixedPipelineState fixed_state) {
- WorkerParams params{
- .backend = AsyncShaders::Backend::Vulkan,
- .pp_cache = pp_cache,
- .bindings = bindings,
- .program = program,
- .renderpass_params = renderpass_params,
- .padding = padding,
- .shaders = shaders,
- .fixed_state = fixed_state,
- };
+ auto p = std::make_unique<WorkerParams>();
+
+ p->backend = Backend::Vulkan;
+ p->pp_cache = pp_cache;
+ p->bindings = bindings;
+ p->program = program;
+ p->renderpass_params = renderpass_params;
+ p->padding = padding;
+ p->shaders = shaders;
+ p->fixed_state = fixed_state;
std::unique_lock lock(queue_mutex);
- pending_queue.push_back(std::move(params));
+ pending_queue.push(std::move(p));
cv.notify_one();
}
@@ -168,64 +167,82 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
if (pending_queue.empty()) {
continue;
}
- // Pull work from queue
- WorkerParams work = std::move(pending_queue.front());
- pending_queue.pop_front();
+ // Pull work from queue
+ auto work = std::move(pending_queue.front());
+ pending_queue.pop();
lock.unlock();
- if (work.backend == AsyncShaders::Backend::OpenGL ||
- work.backend == AsyncShaders::Backend::GLASM) {
- VideoCommon::Shader::Registry registry = *work.registry;
- const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
+ if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
+ VideoCommon::Shader::Registry registry = *work->registry;
+ const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry);
const auto scope = context->Acquire();
auto program =
- OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
+ OpenGL::BuildShader(*work->device, work->shader_type, work->uid, ir, 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.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;
+ // LOG_CRITICAL(Render_Vulkan, "Shader hast been Compiled \t0x{:016X} id {}",
+ // result.uid, id);
+
+ if (work->backend == Backend::OpenGL) {
result.program.opengl = std::move(program->source_program);
- } else if (work.backend == AsyncShaders::Backend::GLASM) {
+ } else if (work->backend == Backend::GLASM) {
result.program.glasm = std::move(program->assembly_program);
}
+ work.reset();
{
std::unique_lock complete_lock(completed_mutex);
finished_work.push_back(std::move(result));
}
-
- } else if (work.backend == AsyncShaders::Backend::Vulkan) {
+ } else if (work->backend == Backend::Vulkan) {
Vulkan::GraphicsPipelineCacheKey params_key{
- work.renderpass_params,
- work.padding,
- work.shaders,
- work.fixed_state,
+ .renderpass_params = work->renderpass_params,
+ .padding = work->padding,
+ .shaders = work->shaders,
+ .fixed_state = work->fixed_state,
};
+
{
- std::unique_lock complete_lock(completed_mutex);
+ std::unique_lock find_lock{completed_mutex};
+ for (size_t i = 0; i < finished_work.size(); ++i) {
+ // This loop deletes duplicate pipelines in finished_work
+ // in favor of the pipeline about to be created
+
+ if (finished_work[i].pipeline &&
+ finished_work[i].pipeline->GetCacheKey().Hash() == params_key.Hash()) {
+ LOG_CRITICAL(Render_Vulkan,
+ "Pipeliene was already here \t0x{:016X} matches 0x{:016X} ",
+ params_key.Hash(),
+ finished_work[i].pipeline->GetCacheKey().Hash());
+ finished_work.erase(finished_work.begin() + i);
+ }
+ }
+ find_lock.unlock();
+ }
+
+ auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
+ work->pp_cache->GetDevice(), work->pp_cache->GetScheduler(),
+ work->pp_cache->GetDescriptorPool(), work->pp_cache->GetUpdateDescriptorQueue(),
+ work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program);
- // Duplicate creation of pipelines leads to instability and crashing, caused by a
- // race condition but band-aid solution is locking the making of the pipeline
- // results in only one pipeline created at a time.
+ {
+ std::unique_lock complete_lock(completed_mutex);
Result result{
- .backend = work.backend,
- .pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
- work.pp_cache->GetDevice(), work.pp_cache->GetScheduler(),
- work.pp_cache->GetDescriptorPool(),
- work.pp_cache->GetUpdateDescriptorQueue(),
- work.pp_cache->GetRenderpassCache(), params_key, work.bindings,
- work.program),
+ .backend = Backend::Vulkan,
+ .pipeline = std::move(pipeline),
};
-
finished_work.push_back(std::move(result));
+ complete_lock.unlock();
}
}
+ // Give a chance for another thread to get work. Lessens duplicates
+ std::this_thread::yield();
}
}
diff --git a/src/video_core/shader/async_shaders.h b/src/video_core/shader/async_shaders.h
index 702026ce2..d4eeb8fb6 100644
--- a/src/video_core/shader/async_shaders.h
+++ b/src/video_core/shader/async_shaders.h
@@ -100,7 +100,7 @@ private:
bool HasWorkQueued();
struct WorkerParams {
- AsyncShaders::Backend backend;
+ Backend backend;
// For OGL
const OpenGL::Device* device;
Tegra::Engines::ShaderType shader_type;
@@ -128,7 +128,7 @@ private:
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::queue<std::unique_ptr<WorkerParams>> pending_queue;
std::vector<AsyncShaders::Result> finished_work;
Core::Frontend::EmuWindow& emu_window;
};