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https://github.com/yuzu-emu/yuzu.git
synced 2025-06-14 00:38:18 -05:00
Vk Async pipeline compilation
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@ -113,15 +113,38 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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VAddr cpu_addr) {
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WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
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: AsyncShaders::Backend::OpenGL,
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device,
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&device,
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shader_type,
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uid,
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std::move(code),
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std::move(code_b),
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main_offset,
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compiler_settings,
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registry,
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®istry,
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cpu_addr};
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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(std::move(params));
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cv.notify_one();
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}
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void AsyncShaders::QueueVulkanShader(
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Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding,
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std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
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Vulkan::FixedPipelineState fixed_state) {
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WorkerParams params{
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.backend = AsyncShaders::Backend::Vulkan,
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.pp_cache = pp_cache,
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.bindings = bindings,
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.program = program,
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.renderpass_params = renderpass_params,
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.padding = padding,
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.shaders = shaders,
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.fixed_state = fixed_state,
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};
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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(std::move(params));
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cv.notify_one();
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@ -140,6 +163,7 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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if (!HasWorkQueued()) {
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continue;
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}
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// Another thread beat us, just unlock and wait for the next load
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if (pending_queue.empty()) {
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continue;
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@ -152,10 +176,11 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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work.backend == AsyncShaders::Backend::GLASM) {
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
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VideoCommon::Shader::Registry registry = *work.registry;
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
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const auto scope = context->Acquire();
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auto program =
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OpenGL::BuildShader(work.device, work.shader_type, work.uid, ir, work.registry);
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OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
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Result result{};
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result.backend = work.backend;
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result.cpu_address = work.cpu_address;
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@ -174,6 +199,32 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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std::unique_lock complete_lock(completed_mutex);
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finished_work.push_back(std::move(result));
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}
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} else if (work.backend == AsyncShaders::Backend::Vulkan) {
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Vulkan::GraphicsPipelineCacheKey params_key{
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work.renderpass_params,
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work.padding,
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work.shaders,
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work.fixed_state,
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};
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{
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std::unique_lock complete_lock(completed_mutex);
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// Duplicate creation of pipelines leads to instability and crashing, caused by a
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// race condition but band-aid solution is locking the making of the pipeline
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// results in only one pipeline created at a time.
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Result result{
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.backend = work.backend,
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.pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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work.pp_cache->GetDevice(), work.pp_cache->GetScheduler(),
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work.pp_cache->GetDescriptorPool(),
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work.pp_cache->GetUpdateDescriptorQueue(),
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work.pp_cache->GetRenderpassCache(), params_key, work.bindings,
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work.program),
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};
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finished_work.push_back(std::move(result));
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}
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}
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}
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}
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