Address feedback, add shader compile notifier, update setting text
This commit is contained in:
parent
c02464f64e
commit
31a76410e8
@ -202,6 +202,7 @@ public:
|
||||
return reported_extensions;
|
||||
}
|
||||
|
||||
/// Returns true if the setting for async shader compilation is enabled.
|
||||
bool UseAsynchronousShaders() const {
|
||||
return use_asynchronous_shaders;
|
||||
}
|
||||
@ -255,7 +256,9 @@ private:
|
||||
bool ext_custom_border_color{}; ///< Support for VK_EXT_custom_border_color.
|
||||
bool ext_extended_dynamic_state{}; ///< Support for VK_EXT_extended_dynamic_state.
|
||||
bool nv_device_diagnostics_config{}; ///< Support for VK_NV_device_diagnostics_config.
|
||||
bool use_asynchronous_shaders{};
|
||||
|
||||
// Asynchronous Graphics Pipeline setting
|
||||
bool use_asynchronous_shaders{}; ///< Setting to use asynchronous shaders/graphics pipeline
|
||||
|
||||
// Telemetry parameters
|
||||
std::string vendor_name; ///< Device's driver name.
|
||||
|
@ -78,14 +78,15 @@ VKGraphicsPipeline::VKGraphicsPipeline(const VKDevice& device, VKScheduler& sche
|
||||
const GraphicsPipelineCacheKey& key,
|
||||
vk::Span<VkDescriptorSetLayoutBinding> bindings,
|
||||
const SPIRVProgram& program)
|
||||
: device{device}, scheduler{scheduler}, fixed_state{key.fixed_state}, hash{key.Hash()},
|
||||
: device{device}, scheduler{scheduler}, hash{key.Hash()}, cache_key{key},
|
||||
descriptor_set_layout{CreateDescriptorSetLayout(bindings)},
|
||||
descriptor_allocator{descriptor_pool, *descriptor_set_layout},
|
||||
update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
|
||||
descriptor_template{CreateDescriptorUpdateTemplate(program)}, modules{CreateShaderModules(
|
||||
program)},
|
||||
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)},
|
||||
pipeline{CreatePipeline(key.renderpass_params, program)}, m_key{key} {}
|
||||
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)}, pipeline{CreatePipeline(
|
||||
key.renderpass_params,
|
||||
program)} {}
|
||||
|
||||
VKGraphicsPipeline::~VKGraphicsPipeline() = default;
|
||||
|
||||
@ -180,7 +181,7 @@ std::vector<vk::ShaderModule> VKGraphicsPipeline::CreateShaderModules(
|
||||
|
||||
vk::Pipeline VKGraphicsPipeline::CreatePipeline(const RenderPassParams& renderpass_params,
|
||||
const SPIRVProgram& program) const {
|
||||
const auto& state = fixed_state;
|
||||
const auto& state = cache_key.fixed_state;
|
||||
const auto& viewport_swizzles = state.viewport_swizzles;
|
||||
|
||||
FixedPipelineState::DynamicState dynamic;
|
||||
|
@ -19,7 +19,27 @@ namespace Vulkan {
|
||||
|
||||
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
||||
|
||||
struct GraphicsPipelineCacheKey;
|
||||
struct GraphicsPipelineCacheKey {
|
||||
RenderPassParams renderpass_params;
|
||||
u32 padding;
|
||||
std::array<GPUVAddr, Maxwell::MaxShaderProgram> shaders;
|
||||
FixedPipelineState fixed_state;
|
||||
|
||||
std::size_t Hash() const noexcept;
|
||||
|
||||
bool operator==(const GraphicsPipelineCacheKey& rhs) const noexcept;
|
||||
|
||||
bool operator!=(const GraphicsPipelineCacheKey& rhs) const noexcept {
|
||||
return !operator==(rhs);
|
||||
}
|
||||
|
||||
std::size_t Size() const noexcept {
|
||||
return sizeof(renderpass_params) + sizeof(padding) + sizeof(shaders) + fixed_state.Size();
|
||||
}
|
||||
};
|
||||
static_assert(std::has_unique_object_representations_v<GraphicsPipelineCacheKey>);
|
||||
static_assert(std::is_trivially_copyable_v<GraphicsPipelineCacheKey>);
|
||||
static_assert(std::is_trivially_constructible_v<GraphicsPipelineCacheKey>);
|
||||
|
||||
class VKDescriptorPool;
|
||||
class VKDevice;
|
||||
@ -54,8 +74,8 @@ public:
|
||||
return renderpass;
|
||||
}
|
||||
|
||||
const GraphicsPipelineCacheKey& GetCacheKey() const {
|
||||
return m_key;
|
||||
GraphicsPipelineCacheKey GetCacheKey() const {
|
||||
return cache_key;
|
||||
}
|
||||
|
||||
private:
|
||||
@ -74,8 +94,8 @@ private:
|
||||
|
||||
const VKDevice& device;
|
||||
VKScheduler& scheduler;
|
||||
const FixedPipelineState fixed_state;
|
||||
const u64 hash;
|
||||
GraphicsPipelineCacheKey cache_key;
|
||||
|
||||
vk::DescriptorSetLayout descriptor_set_layout;
|
||||
DescriptorAllocator descriptor_allocator;
|
||||
@ -86,8 +106,6 @@ private:
|
||||
|
||||
VkRenderPass renderpass;
|
||||
vk::Pipeline pipeline;
|
||||
|
||||
const GraphicsPipelineCacheKey& m_key;
|
||||
};
|
||||
|
||||
} // namespace Vulkan
|
||||
|
@ -28,6 +28,7 @@
|
||||
#include "video_core/shader/compiler_settings.h"
|
||||
#include "video_core/shader/memory_util.h"
|
||||
#include "video_core/shader_cache.h"
|
||||
#include "video_core/shader_notify.h"
|
||||
|
||||
namespace Vulkan {
|
||||
|
||||
@ -214,27 +215,31 @@ VKGraphicsPipeline* VKPipelineCache::GetGraphicsPipeline(
|
||||
}
|
||||
last_graphics_key = key;
|
||||
|
||||
if (device.UseAsynchronousShaders()) {
|
||||
if (device.UseAsynchronousShaders() && async_shaders.IsShaderAsync(system.GPU())) {
|
||||
std::unique_lock lock{pipeline_cache};
|
||||
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
||||
if (is_cache_miss) {
|
||||
system.GPU().ShaderNotify().MarkSharderBuilding();
|
||||
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
|
||||
const auto [program, bindings] = DecompileShaders(key.fixed_state);
|
||||
async_shaders.QueueVulkanShader(this, bindings, program, key.renderpass_params,
|
||||
key.padding, key.shaders, key.fixed_state);
|
||||
async_shaders.QueueVulkanShader(this, device, scheduler, descriptor_pool,
|
||||
update_descriptor_queue, renderpass_cache, bindings,
|
||||
program, key);
|
||||
}
|
||||
last_graphics_pipeline = graphics_cache.at(key).get();
|
||||
last_graphics_pipeline = pair->second.get();
|
||||
return last_graphics_pipeline;
|
||||
}
|
||||
|
||||
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
|
||||
auto& entry = pair->second;
|
||||
if (is_cache_miss) {
|
||||
system.GPU().ShaderNotify().MarkSharderBuilding();
|
||||
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
|
||||
const auto [program, bindings] = DecompileShaders(key.fixed_state);
|
||||
entry = std::make_unique<VKGraphicsPipeline>(device, scheduler, descriptor_pool,
|
||||
update_descriptor_queue, renderpass_cache, key,
|
||||
bindings, program);
|
||||
system.GPU().ShaderNotify().MarkShaderComplete();
|
||||
}
|
||||
last_graphics_pipeline = entry.get();
|
||||
return last_graphics_pipeline;
|
||||
@ -294,14 +299,8 @@ VKComputePipeline& VKPipelineCache::GetComputePipeline(const ComputePipelineCach
|
||||
|
||||
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);
|
||||
}
|
||||
graphics_cache.at(pipeline->GetCacheKey()) = std::move(pipeline);
|
||||
system.GPU().ShaderNotify().MarkShaderComplete();
|
||||
}
|
||||
|
||||
void VKPipelineCache::OnShaderRemoval(Shader* shader) {
|
||||
|
@ -44,28 +44,6 @@ class VKUpdateDescriptorQueue;
|
||||
|
||||
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
||||
|
||||
struct GraphicsPipelineCacheKey {
|
||||
RenderPassParams renderpass_params;
|
||||
u32 padding;
|
||||
std::array<GPUVAddr, Maxwell::MaxShaderProgram> shaders;
|
||||
FixedPipelineState fixed_state;
|
||||
|
||||
std::size_t Hash() const noexcept;
|
||||
|
||||
bool operator==(const GraphicsPipelineCacheKey& rhs) const noexcept;
|
||||
|
||||
bool operator!=(const GraphicsPipelineCacheKey& rhs) const noexcept {
|
||||
return !operator==(rhs);
|
||||
}
|
||||
|
||||
std::size_t Size() const noexcept {
|
||||
return sizeof(renderpass_params) + sizeof(padding) + sizeof(shaders) + fixed_state.Size();
|
||||
}
|
||||
};
|
||||
static_assert(std::has_unique_object_representations_v<GraphicsPipelineCacheKey>);
|
||||
static_assert(std::is_trivially_copyable_v<GraphicsPipelineCacheKey>);
|
||||
static_assert(std::is_trivially_constructible_v<GraphicsPipelineCacheKey>);
|
||||
|
||||
struct ComputePipelineCacheKey {
|
||||
GPUVAddr shader;
|
||||
u32 shared_memory_size;
|
||||
@ -158,41 +136,6 @@ public:
|
||||
|
||||
VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
|
||||
|
||||
const VKDevice& GetDevice() const {
|
||||
return device;
|
||||
}
|
||||
|
||||
VKScheduler& GetScheduler() {
|
||||
return scheduler;
|
||||
}
|
||||
const VKScheduler& GetScheduler() const {
|
||||
return scheduler;
|
||||
}
|
||||
|
||||
VKDescriptorPool& GetDescriptorPool() {
|
||||
return descriptor_pool;
|
||||
}
|
||||
|
||||
const VKDescriptorPool& GetDescriptorPool() const {
|
||||
return descriptor_pool;
|
||||
}
|
||||
|
||||
VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
|
||||
return update_descriptor_queue;
|
||||
}
|
||||
|
||||
const VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() const {
|
||||
return update_descriptor_queue;
|
||||
}
|
||||
|
||||
VKRenderPassCache& GetRenderpassCache() {
|
||||
return renderpass_cache;
|
||||
}
|
||||
|
||||
const VKRenderPassCache& GetRenderpassCache() const {
|
||||
return renderpass_cache;
|
||||
}
|
||||
|
||||
void EmplacePipeline(std::unique_ptr<VKGraphicsPipeline> pipeline);
|
||||
|
||||
protected:
|
||||
@ -216,7 +159,6 @@ private:
|
||||
|
||||
GraphicsPipelineCacheKey last_graphics_key;
|
||||
VKGraphicsPipeline* last_graphics_pipeline = nullptr;
|
||||
std::vector<std::unique_ptr<VKGraphicsPipeline>> duplicates;
|
||||
|
||||
std::mutex pipeline_cache;
|
||||
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "common/assert.h"
|
||||
#include "common/logging/log.h"
|
||||
#include "common/microprofile.h"
|
||||
#include "common/scope_exit.h"
|
||||
#include "core/core.h"
|
||||
#include "core/settings.h"
|
||||
#include "video_core/engines/kepler_compute.h"
|
||||
@ -408,15 +409,10 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
|
||||
|
||||
// Max worker threads we should allow
|
||||
constexpr u32 MAX_THREADS = 4;
|
||||
// Amount of threads we should reserve for other parts of yuzu
|
||||
constexpr u32 RESERVED_THREADS = 6;
|
||||
// Get the amount of threads we can use(this can return zero)
|
||||
const auto cpu_thread_count =
|
||||
std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
|
||||
// Deduce how many "extra" threads we have to use.
|
||||
const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
|
||||
// Deduce how many threads we can use
|
||||
const auto threads_used = std::thread::hardware_concurrency() / 4;
|
||||
// Always allow at least 1 thread regardless of our settings
|
||||
const auto max_worker_count = std::max(1u, max_threads_unused);
|
||||
const auto max_worker_count = std::max(1U, threads_used);
|
||||
// Don't use more than MAX_THREADS
|
||||
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
|
||||
async_shaders.AllocateWorkers(worker_count);
|
||||
@ -432,6 +428,8 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
||||
|
||||
query_cache.UpdateCounters();
|
||||
|
||||
SCOPE_EXIT({ system.GPU().TickWork(); });
|
||||
|
||||
const auto& gpu = system.GPU().Maxwell3D();
|
||||
GraphicsPipelineCacheKey key;
|
||||
key.fixed_state.Fill(gpu.regs, device.IsExtExtendedDynamicStateSupported());
|
||||
@ -458,10 +456,9 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
||||
key.renderpass_params = GetRenderPassParams(texceptions);
|
||||
key.padding = 0;
|
||||
|
||||
auto pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
|
||||
auto* pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
|
||||
if (pipeline == nullptr || pipeline->GetHandle() == VK_NULL_HANDLE) {
|
||||
// Async graphics pipeline was not ready.
|
||||
system.GPU().TickWork();
|
||||
return;
|
||||
}
|
||||
|
||||
@ -488,8 +485,6 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
|
||||
});
|
||||
|
||||
EndTransformFeedback();
|
||||
|
||||
system.GPU().TickWork();
|
||||
}
|
||||
|
||||
void RasterizerVulkan::Clear() {
|
||||
|
@ -2,7 +2,6 @@
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <chrono>
|
||||
#include <condition_variable>
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
@ -111,38 +110,44 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
|
||||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||
const VideoCommon::Shader::Registry& registry,
|
||||
VAddr 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 = ®istry;
|
||||
params->cpu_address = cpu_addr;
|
||||
WorkerParams params{
|
||||
.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
|
||||
.device = &device,
|
||||
.shader_type = shader_type,
|
||||
.uid = uid,
|
||||
.code = std::move(code),
|
||||
.code_b = std::move(code_b),
|
||||
.main_offset = main_offset,
|
||||
.compiler_settings = compiler_settings,
|
||||
.registry = ®istry,
|
||||
.cpu_address = cpu_addr,
|
||||
};
|
||||
std::unique_lock lock(queue_mutex);
|
||||
pending_queue.push(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) {
|
||||
void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
|
||||
const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
|
||||
Vulkan::VKDescriptorPool& descriptor_pool,
|
||||
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
|
||||
Vulkan::VKRenderPassCache& renderpass_cache,
|
||||
std::vector<VkDescriptorSetLayoutBinding> bindings,
|
||||
Vulkan::SPIRVProgram program,
|
||||
Vulkan::GraphicsPipelineCacheKey key) {
|
||||
|
||||
auto params = std::make_unique<WorkerParams>();
|
||||
|
||||
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;
|
||||
WorkerParams params{
|
||||
.backend = Backend::Vulkan,
|
||||
.pp_cache = pp_cache,
|
||||
.vk_device = &device,
|
||||
.scheduler = &scheduler,
|
||||
.descriptor_pool = &descriptor_pool,
|
||||
.update_descriptor_queue = &update_descriptor_queue,
|
||||
.renderpass_cache = &renderpass_cache,
|
||||
.bindings = bindings,
|
||||
.program = program,
|
||||
.key = key,
|
||||
};
|
||||
|
||||
std::unique_lock lock(queue_mutex);
|
||||
pending_queue.push(std::move(params));
|
||||
@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader(
|
||||
}
|
||||
|
||||
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
|
||||
using namespace std::chrono_literals;
|
||||
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
|
||||
std::unique_lock lock{queue_mutex};
|
||||
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
|
||||
@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
|
||||
}
|
||||
|
||||
// Pull work from queue
|
||||
auto work = std::move(pending_queue.front());
|
||||
WorkerParams work = std::move(pending_queue.front());
|
||||
pending_queue.pop();
|
||||
lock.unlock();
|
||||
|
||||
if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
|
||||
VideoCommon::Shader::Registry registry = *work->registry;
|
||||
const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry);
|
||||
if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
|
||||
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, registry);
|
||||
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
|
||||
Result result{};
|
||||
result.backend = work->backend;
|
||||
result.cpu_address = work->cpu_address;
|
||||
result.uid = work->uid;
|
||||
result.code = std::move(work->code);
|
||||
result.code_b = std::move(work->code_b);
|
||||
result.shader_type = work->shader_type;
|
||||
result.backend = work.backend;
|
||||
result.cpu_address = work.cpu_address;
|
||||
result.uid = work.uid;
|
||||
result.code = std::move(work.code);
|
||||
result.code_b = std::move(work.code_b);
|
||||
result.shader_type = work.shader_type;
|
||||
|
||||
if (work->backend == Backend::OpenGL) {
|
||||
if (work.backend == Backend::OpenGL) {
|
||||
result.program.opengl = std::move(program->source_program);
|
||||
} else if (work->backend == Backend::GLASM) {
|
||||
} else if (work.backend == Backend::GLASM) {
|
||||
result.program.glasm = std::move(program->assembly_program);
|
||||
}
|
||||
work.reset();
|
||||
|
||||
{
|
||||
std::unique_lock complete_lock(completed_mutex);
|
||||
finished_work.push_back(std::move(result));
|
||||
}
|
||||
} else if (work->backend == Backend::Vulkan) {
|
||||
Vulkan::GraphicsPipelineCacheKey params_key{
|
||||
.renderpass_params = work->renderpass_params,
|
||||
.padding = work->padding,
|
||||
.shaders = work->shaders,
|
||||
.fixed_state = work->fixed_state,
|
||||
};
|
||||
} else if (work.backend == Backend::Vulkan) {
|
||||
|
||||
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);
|
||||
*work.vk_device, *work.scheduler, *work.descriptor_pool,
|
||||
*work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
|
||||
work.program);
|
||||
|
||||
work->pp_cache->EmplacePipeline(std::move(pipeline));
|
||||
work.reset();
|
||||
work.pp_cache->EmplacePipeline(std::move(pipeline));
|
||||
}
|
||||
// Give a chance for another thread to get work.
|
||||
std::this_thread::yield();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -86,12 +86,13 @@ public:
|
||||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
|
||||
|
||||
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
|
||||
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device,
|
||||
Vulkan::VKScheduler& scheduler,
|
||||
Vulkan::VKDescriptorPool& descriptor_pool,
|
||||
Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
|
||||
Vulkan::VKRenderPassCache& renderpass_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);
|
||||
Vulkan::SPIRVProgram program, Vulkan::GraphicsPipelineCacheKey key);
|
||||
|
||||
private:
|
||||
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
|
||||
@ -114,12 +115,14 @@ private:
|
||||
|
||||
// For Vulkan
|
||||
Vulkan::VKPipelineCache* pp_cache;
|
||||
const Vulkan::VKDevice* vk_device;
|
||||
Vulkan::VKScheduler* scheduler;
|
||||
Vulkan::VKDescriptorPool* descriptor_pool;
|
||||
Vulkan::VKUpdateDescriptorQueue* update_descriptor_queue;
|
||||
Vulkan::VKRenderPassCache* renderpass_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;
|
||||
Vulkan::GraphicsPipelineCacheKey key;
|
||||
};
|
||||
|
||||
std::condition_variable cv;
|
||||
@ -128,7 +131,7 @@ private:
|
||||
std::atomic<bool> is_thread_exiting{};
|
||||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
||||
std::vector<std::thread> worker_threads;
|
||||
std::queue<std::unique_ptr<WorkerParams>> pending_queue;
|
||||
std::queue<WorkerParams> pending_queue;
|
||||
std::vector<AsyncShaders::Result> finished_work;
|
||||
Core::Frontend::EmuWindow& emu_window;
|
||||
};
|
||||
|
@ -92,7 +92,7 @@
|
||||
<string>Enables asynchronous shader compilation, which may reduce shader stutter. This feature is experimental.</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Use asynchronous shader building (experimental, OpenGL or Assembly shaders only)</string>
|
||||
<string>Use asynchronous shader building (experimental)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
|
Loading…
Reference in New Issue
Block a user