Vk Async pipeline compilation

This commit is contained in:
ameerj
2020-07-28 00:08:02 -04:00
parent db96034ea4
commit 6ac97405df
13 changed files with 182 additions and 20 deletions

View File

@ -113,15 +113,38 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
VAddr cpu_addr) {
WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
: AsyncShaders::Backend::OpenGL,
device,
&device,
shader_type,
uid,
std::move(code),
std::move(code_b),
main_offset,
compiler_settings,
registry,
&registry,
cpu_addr};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(std::move(params));
cv.notify_one();
}
void AsyncShaders::QueueVulkanShader(
Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding,
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,
};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(std::move(params));
cv.notify_one();
@ -140,6 +163,7 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
if (!HasWorkQueued()) {
continue;
}
// Another thread beat us, just unlock and wait for the next load
if (pending_queue.empty()) {
continue;
@ -152,10 +176,11 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
if (work.backend == AsyncShaders::Backend::OpenGL ||
work.backend == AsyncShaders::Backend::GLASM) {
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
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, work.registry);
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
Result result{};
result.backend = work.backend;
result.cpu_address = work.cpu_address;
@ -174,6 +199,32 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
std::unique_lock complete_lock(completed_mutex);
finished_work.push_back(std::move(result));
}
} else if (work.backend == AsyncShaders::Backend::Vulkan) {
Vulkan::GraphicsPipelineCacheKey params_key{
work.renderpass_params,
work.padding,
work.shaders,
work.fixed_state,
};
{
std::unique_lock complete_lock(completed_mutex);
// 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.
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),
};
finished_work.push_back(std::move(result));
}
}
}
}