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@ -240,6 +240,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
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device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
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update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
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buffer_cache{buffer_cache_}, texture_cache{texture_cache_},
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use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
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workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
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serialization_thread(1, "yuzu:PipelineSerialization") {
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const auto& float_control{device.FloatControlProperties()};
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@ -303,7 +304,7 @@ GraphicsPipeline* PipelineCache::CurrentGraphicsPipeline() {
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GraphicsPipeline* const next{current_pipeline->Next(graphics_key)};
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if (next) {
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current_pipeline = next;
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return current_pipeline;
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return BuiltPipeline(current_pipeline);
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}
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}
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const auto [pair, is_new]{graphics_cache.try_emplace(graphics_key)};
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@ -318,7 +319,7 @@ GraphicsPipeline* PipelineCache::CurrentGraphicsPipeline() {
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current_pipeline->AddTransition(pipeline.get());
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}
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current_pipeline = pipeline.get();
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return current_pipeline;
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return BuiltPipeline(current_pipeline);
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}
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ComputePipeline* PipelineCache::CurrentComputePipeline() {
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@ -415,6 +416,27 @@ void PipelineCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading
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workers.WaitForRequests();
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}
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GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const noexcept {
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if (pipeline->IsBuilt()) {
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return pipeline;
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}
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if (!use_asynchronous_shaders) {
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return pipeline;
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}
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// If something is using depth, we can assume that games are not rendering anything which
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// will be used one time.
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if (maxwell3d.regs.zeta_enable) {
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return nullptr;
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}
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// If games are using a small index count, we can assume these are full screen quads.
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// Usually these shaders are only used once for building textures so we can assume they
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// can't be built async
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if (maxwell3d.regs.index_array.count <= 6 || maxwell3d.regs.vertex_buffer.count <= 6) {
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return pipeline;
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}
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return nullptr;
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}
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std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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ShaderPools& pools, const GraphicsPipelineCacheKey& key,
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std::span<Shader::Environment* const> envs, bool build_in_parallel) try {
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