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@ -2,7 +2,6 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <chrono>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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@ -111,38 +110,44 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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VideoCommon::Shader::CompilerSettings compiler_settings,
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const VideoCommon::Shader::Registry& registry,
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VAddr cpu_addr) {
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auto params = std::make_unique<WorkerParams>();
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params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
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params->device = &device;
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params->shader_type = shader_type;
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params->uid = uid;
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params->code = std::move(code);
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params->code_b = std::move(code_b);
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params->main_offset = main_offset;
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params->compiler_settings = compiler_settings;
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params->registry = ®istry;
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params->cpu_address = cpu_addr;
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WorkerParams params{
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.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
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.device = &device,
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.shader_type = shader_type,
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.uid = uid,
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.code = std::move(code),
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.code_b = std::move(code_b),
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.main_offset = main_offset,
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.compiler_settings = compiler_settings,
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.registry = ®istry,
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.cpu_address = cpu_addr,
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};
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std::unique_lock lock(queue_mutex);
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pending_queue.push(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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void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
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Vulkan::VKDescriptorPool& descriptor_pool,
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Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
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Vulkan::VKRenderPassCache& renderpass_cache,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program,
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Vulkan::GraphicsPipelineCacheKey key) {
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auto params = std::make_unique<WorkerParams>();
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params->backend = Backend::Vulkan;
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params->pp_cache = pp_cache;
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params->bindings = bindings;
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params->program = program;
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params->renderpass_params = renderpass_params;
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params->padding = padding;
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params->shaders = shaders;
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params->fixed_state = fixed_state;
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WorkerParams params{
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.backend = Backend::Vulkan,
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.pp_cache = pp_cache,
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.vk_device = &device,
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.scheduler = &scheduler,
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.descriptor_pool = &descriptor_pool,
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.update_descriptor_queue = &update_descriptor_queue,
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.renderpass_cache = &renderpass_cache,
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.bindings = bindings,
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.program = program,
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.key = key,
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};
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std::unique_lock lock(queue_mutex);
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pending_queue.push(std::move(params));
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@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader(
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}
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void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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using namespace std::chrono_literals;
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while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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std::unique_lock lock{queue_mutex};
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cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
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@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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}
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// Pull work from queue
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auto work = std::move(pending_queue.front());
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WorkerParams work = std::move(pending_queue.front());
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pending_queue.pop();
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lock.unlock();
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if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
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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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if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
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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, 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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result.uid = work->uid;
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result.code = std::move(work->code);
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result.code_b = std::move(work->code_b);
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result.shader_type = work->shader_type;
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result.backend = work.backend;
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result.cpu_address = work.cpu_address;
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result.uid = work.uid;
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result.code = std::move(work.code);
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result.code_b = std::move(work.code_b);
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result.shader_type = work.shader_type;
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if (work->backend == Backend::OpenGL) {
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if (work.backend == Backend::OpenGL) {
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result.program.opengl = std::move(program->source_program);
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} else if (work->backend == Backend::GLASM) {
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} else if (work.backend == Backend::GLASM) {
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result.program.glasm = std::move(program->assembly_program);
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}
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work.reset();
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{
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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 == Backend::Vulkan) {
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Vulkan::GraphicsPipelineCacheKey params_key{
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.renderpass_params = work->renderpass_params,
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.padding = work->padding,
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.shaders = work->shaders,
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.fixed_state = work->fixed_state,
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};
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} else if (work.backend == Backend::Vulkan) {
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auto 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(), work->pp_cache->GetUpdateDescriptorQueue(),
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work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program);
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*work.vk_device, *work.scheduler, *work.descriptor_pool,
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*work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
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work.program);
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work->pp_cache->EmplacePipeline(std::move(pipeline));
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work.reset();
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work.pp_cache->EmplacePipeline(std::move(pipeline));
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}
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// Give a chance for another thread to get work.
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std::this_thread::yield();
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}
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}
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