Vk Async Worker directly emplace in cache

master
ameerj 2020-07-31 17:30:05 +07:00
parent 4539073ce1
commit c02464f64e
3 changed files with 41 additions and 58 deletions

@ -215,11 +215,7 @@ VKGraphicsPipeline* VKPipelineCache::GetGraphicsPipeline(
last_graphics_key = key;
if (device.UseAsynchronousShaders()) {
auto work = async_shaders.GetCompletedWork();
for (auto& w : work) {
auto& entry = graphics_cache.at(w.pipeline->GetCacheKey());
entry = std::move(w.pipeline);
}
std::unique_lock lock{pipeline_cache};
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
if (is_cache_miss) {
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
@ -296,6 +292,18 @@ VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCach
return *entry;
}
void VKPipelineCache::EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline) {
std::unique_lock lock{pipeline_cache};
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(pipeline->GetCacheKey());
auto& entry = pair->second;
if (entry) {
LOG_INFO(Render_Vulkan, "Pipeline already here 0x{:016X}", pipeline->GetCacheKey().Hash());
duplicates.push_back(std::move(pipeline));
} else {
entry = std::move(pipeline);
}
}
void VKPipelineCache::OnShaderRemoval(Shader* shader) {
bool finished = false;
const auto Finish = [&] {

@ -193,6 +193,8 @@ public:
return renderpass_cache;
}
void EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline);
protected:
void OnShaderRemoval(Shader* shader) final;
@ -216,6 +218,7 @@ private:
VKGraphicsPipeline* last_graphics_pipeline = nullptr;
std::vector<std::unique_ptr<VKGraphicsPipeline>> duplicates;
std::mutex pipeline_cache;
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>
graphics_cache;
std::unordered_map<ComputePipelineCacheKey, std::unique_ptr<VKComputePipeline>> compute_cache;

@ -111,19 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
VideoCommon::Shader::CompilerSettings compiler_settings,
const VideoCommon::Shader::Registry& registry,
VAddr 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;
auto params = std::make_unique<WorkerParams>();
params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
params->device = &device;
params->shader_type = shader_type;
params->uid = uid;
params->code = std::move(code);
params->code_b = std::move(code_b);
params->main_offset = main_offset;
params->compiler_settings = compiler_settings;
params->registry = &registry;
params->cpu_address = cpu_addr;
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(p));
pending_queue.push(std::move(params));
cv.notify_one();
}
@ -133,19 +133,19 @@ void AsyncShaders::QueueVulkanShader(
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
Vulkan::FixedPipelineState fixed_state) {
auto p = std::make_unique<WorkerParams>();
auto params = 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;
params->backend = Backend::Vulkan;
params->pp_cache = pp_cache;
params->bindings = bindings;
params->program = program;
params->renderpass_params = renderpass_params;
params->padding = padding;
params->shaders = shaders;
params->fixed_state = fixed_state;
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(p));
pending_queue.push(std::move(params));
cv.notify_one();
}
@ -162,7 +162,6 @@ 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;
@ -186,8 +185,6 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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);
@ -208,40 +205,15 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
.fixed_state = work->fixed_state,
};
{
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);
{
std::unique_lock complete_lock(completed_mutex);
Result result{
.backend = Backend::Vulkan,
.pipeline = std::move(pipeline),
};
finished_work.push_back(std::move(result));
complete_lock.unlock();
}
work->pp_cache->EmplacePipeline(std::move(pipeline));
work.reset();
}
// Give a chance for another thread to get work. Lessens duplicates
// Give a chance for another thread to get work.
std::this_thread::yield();
}
}