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authorriperiperi <rhy3756547@hotmail.com>2021-08-26 23:31:29 +0100
committerGitHub <noreply@github.com>2021-08-27 00:31:29 +0200
commitec3e848d7998038ce22c41acdbf81032bf47991f (patch)
tree3eb60fbeeae87a5df9549e205e1df1782f9c02b4 /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
parent501c3d5cea6b96f991453cc6f8d395d358d0d4c3 (diff)
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs47
1 files changed, 37 insertions, 10 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index 91edbf2a..e5289bc0 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -35,6 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
private Dictionary<Hash128, ShaderBundle> _gpProgramsDiskCache;
private Dictionary<Hash128, ShaderBundle> _cpProgramsDiskCache;
+ private Queue<(IProgram, Action<byte[]>)> _programsToSaveQueue;
+
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
@@ -59,6 +61,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
_gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
_gpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
_cpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
+
+ _programsToSaveQueue = new Queue<(IProgram, Action<byte[]>)>();
+ }
+
+ /// <summary>
+ /// Processes the queue of shaders that must save their binaries to the disk cache.
+ /// </summary>
+ public void ProcessShaderCacheQueue()
+ {
+ // Check to see if the binaries for previously compiled shaders are ready, and save them out.
+
+ while (_programsToSaveQueue.Count > 0)
+ {
+ (IProgram program, Action<byte[]> dataAction) = _programsToSaveQueue.Peek();
+
+ if (program.CheckProgramLink(false) != ProgramLinkStatus.Incomplete)
+ {
+ dataAction(program.GetBinary());
+ _programsToSaveQueue.Dequeue();
+ }
+ else
+ {
+ break;
+ }
+ }
}
/// <summary>
@@ -597,10 +624,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
- hostProgram.CheckProgramLink(true);
-
- byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
-
cpShader = new ShaderBundle(hostProgram, shader);
if (isShaderCacheEnabled)
@@ -609,7 +632,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (!isShaderCacheReadOnly)
{
- _cacheManager.SaveProgram(ref programCodeHash, CacheHelper.CreateGuestProgramDump(shaderCacheEntries), hostProgramBinary);
+ byte[] guestProgramDump = CacheHelper.CreateGuestProgramDump(shaderCacheEntries);
+ _programsToSaveQueue.Enqueue((hostProgram, (byte[] hostProgramBinary) =>
+ {
+ _cacheManager.SaveProgram(ref programCodeHash, guestProgramDump, HostShaderCacheEntry.Create(hostProgramBinary, new ShaderCodeHolder[] { shader }));
+ }));
}
}
}
@@ -740,10 +767,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
- hostProgram.CheckProgramLink(true);
-
- byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
-
gpShaders = new ShaderBundle(hostProgram, shaders);
if (isShaderCacheEnabled)
@@ -752,7 +775,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (!isShaderCacheReadOnly)
{
- _cacheManager.SaveProgram(ref programCodeHash, CacheHelper.CreateGuestProgramDump(shaderCacheEntries, tfd), hostProgramBinary);
+ byte[] guestProgramDump = CacheHelper.CreateGuestProgramDump(shaderCacheEntries, tfd);
+ _programsToSaveQueue.Enqueue((hostProgram, (byte[] hostProgramBinary) =>
+ {
+ _cacheManager.SaveProgram(ref programCodeHash, guestProgramDump, HostShaderCacheEntry.Create(hostProgramBinary, shaders));
+ }));
}
}
}