Vk Async pipeline compilation
This commit is contained in:
parent
db96034ea4
commit
6ac97405df
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@ -382,6 +382,8 @@ bool VKDevice::Create() {
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graphics_queue = logical.GetQueue(graphics_family);
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present_queue = logical.GetQueue(present_family);
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue();
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return true;
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}
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@ -202,6 +202,10 @@ public:
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return reported_extensions;
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}
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bool UseAsynchronousShaders() const {
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return use_asynchronous_shaders;
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}
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/// Checks if the physical device is suitable.
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static bool IsSuitable(vk::PhysicalDevice physical, VkSurfaceKHR surface);
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@ -251,6 +255,7 @@ private:
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bool ext_custom_border_color{}; ///< Support for VK_EXT_custom_border_color.
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bool ext_extended_dynamic_state{}; ///< Support for VK_EXT_extended_dynamic_state.
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bool nv_device_diagnostics_config{}; ///< Support for VK_NV_device_diagnostics_config.
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bool use_asynchronous_shaders{};
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// Telemetry parameters
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std::string vendor_name; ///< Device's driver name.
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@ -29,7 +29,7 @@ void InnerFence::Queue() {
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}
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ASSERT(!event);
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event = device.GetLogical().CreateEvent();
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event = device.GetLogical().CreateNewEvent();
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ticks = scheduler.Ticks();
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scheduler.RequestOutsideRenderPassOperationContext();
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@ -84,9 +84,8 @@ VKGraphicsPipeline::VKGraphicsPipeline(const VKDevice& device, VKScheduler& sche
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update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
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descriptor_template{CreateDescriptorUpdateTemplate(program)}, modules{CreateShaderModules(
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program)},
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renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)}, pipeline{CreatePipeline(
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key.renderpass_params,
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program)} {}
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renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)},
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pipeline{CreatePipeline(key.renderpass_params, program)}, m_key{key} {}
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VKGraphicsPipeline::~VKGraphicsPipeline() = default;
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@ -54,6 +54,10 @@ public:
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return renderpass;
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}
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const GraphicsPipelineCacheKey& GetCacheKey() {
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return m_key;
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}
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private:
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vk::DescriptorSetLayout CreateDescriptorSetLayout(
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vk::Span<VkDescriptorSetLayoutBinding> bindings) const;
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@ -82,6 +86,8 @@ private:
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VkRenderPass renderpass;
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vk::Pipeline pipeline;
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const GraphicsPipelineCacheKey& m_key;
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};
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} // namespace Vulkan
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@ -205,7 +205,8 @@ std::array<Shader*, Maxwell::MaxShaderProgram> VKPipelineCache::GetShaders() {
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return last_shaders = shaders;
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}
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VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(const GraphicsPipelineCacheKey& key) {
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VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
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const GraphicsPipelineCacheKey& key, VideoCommon::Shader::AsyncShaders& async_shaders) {
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MICROPROFILE_SCOPE(Vulkan_PipelineCache);
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if (last_graphics_pipeline && last_graphics_key == key) {
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@ -213,11 +214,27 @@ VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(const GraphicsPipelineC
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}
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last_graphics_key = key;
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if (device.UseAsynchronousShaders()) {
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auto work = async_shaders.GetCompletedWork();
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for (std::size_t i = 0; i < work.size(); ++i) {
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auto& entry = graphics_cache.at(work[i].pipeline->GetCacheKey());
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entry = std::move(work[i].pipeline);
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}
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
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if (is_cache_miss) {
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LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
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const auto [program, bindings] = DecompileShaders(key.fixed_state);
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async_shaders.QueueVulkanShader(this, bindings, program, key.renderpass_params,
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key.padding, key.shaders, key.fixed_state);
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}
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return *(last_graphics_pipeline = graphics_cache.at(key).get());
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}
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const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
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auto& entry = pair->second;
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if (is_cache_miss) {
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LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
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const auto [program, bindings] = DecompileShaders(key);
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const auto [program, bindings] = DecompileShaders(key.fixed_state);
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entry = std::make_unique<VKGraphicsPipeline>(device, scheduler, descriptor_pool,
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update_descriptor_queue, renderpass_cache, key,
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bindings, program);
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@ -312,8 +329,7 @@ void VKPipelineCache::OnShaderRemoval(Shader* shader) {
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}
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std::pair<SPIRVProgram, std::vector<VkDescriptorSetLayoutBinding>>
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VKPipelineCache::DecompileShaders(const GraphicsPipelineCacheKey& key) {
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const auto& fixed_state = key.fixed_state;
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VKPipelineCache::DecompileShaders(const FixedPipelineState& fixed_state) {
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auto& memory_manager = system.GPU().MemoryManager();
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const auto& gpu = system.GPU().Maxwell3D();
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@ -22,6 +22,7 @@
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#include "video_core/renderer_vulkan/vk_renderpass_cache.h"
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#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
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#include "video_core/renderer_vulkan/wrapper.h"
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#include "video_core/shader/async_shaders.h"
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#include "video_core/shader/memory_util.h"
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#include "video_core/shader/registry.h"
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#include "video_core/shader/shader_ir.h"
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@ -152,16 +153,37 @@ public:
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std::array<Shader*, Maxwell::MaxShaderProgram> GetShaders();
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VKGraphicsPipeline& GetGraphicsPipeline(const GraphicsPipelineCacheKey& key);
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VKGraphicsPipeline& GetGraphicsPipeline(const GraphicsPipelineCacheKey& key,
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VideoCommon::Shader::AsyncShaders& async_shaders);
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VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
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const VKDevice& GetDevice() {
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return device;
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}
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VKScheduler& GetScheduler() {
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return scheduler;
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}
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VKDescriptorPool& GetDescriptorPool() {
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return descriptor_pool;
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}
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VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
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return update_descriptor_queue;
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}
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VKRenderPassCache& GetRenderpassCache() {
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return renderpass_cache;
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}
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protected:
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void OnShaderRemoval(Shader* shader) final;
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private:
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std::pair<SPIRVProgram, std::vector<VkDescriptorSetLayoutBinding>> DecompileShaders(
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const GraphicsPipelineCacheKey& key);
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const FixedPipelineState& fixed_state);
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Core::System& system;
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const VKDevice& device;
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@ -177,6 +199,7 @@ private:
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GraphicsPipelineCacheKey last_graphics_key;
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VKGraphicsPipeline* last_graphics_pipeline = nullptr;
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std::vector<std::unique_ptr<VKGraphicsPipeline>> duplicates;
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std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>
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graphics_cache;
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@ -400,8 +400,25 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
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buffer_cache(*this, system, device, memory_manager, scheduler, staging_pool),
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sampler_cache(device),
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fence_manager(system, *this, device, scheduler, texture_cache, buffer_cache, query_cache),
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query_cache(system, *this, device, scheduler), wfi_event{device.GetLogical().CreateEvent()} {
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query_cache(system, *this, device, scheduler),
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wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
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scheduler.SetQueryCache(query_cache);
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if (device.UseAsynchronousShaders()) {
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// Max worker threads we should allow
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constexpr auto MAX_THREADS = 2u;
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// Amount of threads we should reserve for other parts of yuzu
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constexpr auto RESERVED_THREADS = 6u;
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// Get the amount of threads we can use(this can return zero)
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const auto cpu_thread_count =
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std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
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// Deduce how many "extra" threads we have to use.
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const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
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// Always allow at least 1 thread regardless of our settings
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const auto max_worker_count = std::max(1u, max_threads_unused);
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// Don't use more than MAX_THREADS
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const auto worker_count = std::min(max_worker_count, MAX_THREADS);
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async_shaders.AllocateWorkers(worker_count);
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}
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}
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RasterizerVulkan::~RasterizerVulkan() = default;
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@ -439,7 +456,13 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
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key.renderpass_params = GetRenderPassParams(texceptions);
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key.padding = 0;
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auto& pipeline = pipeline_cache.GetGraphicsPipeline(key);
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auto& pipeline = pipeline_cache.GetGraphicsPipeline(key, async_shaders);
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if (&pipeline == nullptr || pipeline.GetHandle() == VK_NULL_HANDLE) {
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// Async graphics pipeline was not ready.
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system.GPU().TickWork();
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return;
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}
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scheduler.BindGraphicsPipeline(pipeline.GetHandle());
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const auto renderpass = pipeline.GetRenderPass();
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@ -32,6 +32,7 @@
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#include "video_core/renderer_vulkan/vk_texture_cache.h"
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#include "video_core/renderer_vulkan/vk_update_descriptor.h"
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#include "video_core/renderer_vulkan/wrapper.h"
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#include "video_core/shader/async_shaders.h"
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namespace Core {
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class System;
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@ -136,6 +137,14 @@ public:
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u32 pixel_stride) override;
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void SetupDirtyFlags() override;
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VideoCommon::Shader::AsyncShaders& GetAsyncShaders() {
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return async_shaders;
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}
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const VideoCommon::Shader::AsyncShaders& GetAsyncShaders() const {
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return async_shaders;
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}
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/// Maximum supported size that a constbuffer can have in bytes.
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static constexpr std::size_t MaxConstbufferSize = 0x10000;
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static_assert(MaxConstbufferSize % (4 * sizeof(float)) == 0,
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@ -278,6 +287,7 @@ private:
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VKMemoryManager& memory_manager;
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StateTracker& state_tracker;
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VKScheduler& scheduler;
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VideoCommon::Shader::AsyncShaders async_shaders;
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VKStagingBufferPool staging_pool;
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VKDescriptorPool descriptor_pool;
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@ -644,7 +644,7 @@ ShaderModule Device::CreateShaderModule(const VkShaderModuleCreateInfo& ci) cons
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return ShaderModule(object, handle, *dld);
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}
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Event Device::CreateEvent() const {
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Event Device::CreateNewEvent() const {
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static constexpr VkEventCreateInfo ci{
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.sType = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO,
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.pNext = nullptr,
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@ -721,7 +721,7 @@ public:
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ShaderModule CreateShaderModule(const VkShaderModuleCreateInfo& ci) const;
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Event CreateEvent() const;
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Event CreateNewEvent() const;
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SwapchainKHR CreateSwapchainKHR(const VkSwapchainCreateInfoKHR& ci) const;
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@ -113,15 +113,38 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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VAddr cpu_addr) {
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WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
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: AsyncShaders::Backend::OpenGL,
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device,
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&device,
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shader_type,
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uid,
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std::move(code),
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std::move(code_b),
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main_offset,
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compiler_settings,
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registry,
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®istry,
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cpu_addr};
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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(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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WorkerParams params{
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.backend = AsyncShaders::Backend::Vulkan,
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.pp_cache = pp_cache,
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.bindings = bindings,
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.program = program,
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.renderpass_params = renderpass_params,
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.padding = padding,
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.shaders = shaders,
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.fixed_state = fixed_state,
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};
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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(std::move(params));
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cv.notify_one();
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@ -140,6 +163,7 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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if (!HasWorkQueued()) {
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continue;
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}
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// Another thread beat us, just unlock and wait for the next load
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if (pending_queue.empty()) {
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continue;
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@ -152,10 +176,11 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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work.backend == AsyncShaders::Backend::GLASM) {
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
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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, work.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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@ -174,6 +199,32 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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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 == AsyncShaders::Backend::Vulkan) {
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Vulkan::GraphicsPipelineCacheKey params_key{
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work.renderpass_params,
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work.padding,
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work.shaders,
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work.fixed_state,
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};
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{
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std::unique_lock complete_lock(completed_mutex);
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// Duplicate creation of pipelines leads to instability and crashing, caused by a
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// race condition but band-aid solution is locking the making of the pipeline
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// results in only one pipeline created at a time.
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Result result{
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.backend = work.backend,
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.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(),
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work.pp_cache->GetUpdateDescriptorQueue(),
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work.pp_cache->GetRenderpassCache(), params_key, work.bindings,
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work.program),
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};
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finished_work.push_back(std::move(result));
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}
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}
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}
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}
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@ -14,6 +14,10 @@
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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#include "video_core/renderer_vulkan/vk_update_descriptor.h"
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namespace Core::Frontend {
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class EmuWindow;
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@ -24,6 +28,10 @@ namespace Tegra {
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class GPU;
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}
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namespace Vulkan {
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class VKPipelineCache;
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}
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namespace VideoCommon::Shader {
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class AsyncShaders {
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@ -31,6 +39,7 @@ public:
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enum class Backend {
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OpenGL,
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GLASM,
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Vulkan,
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};
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struct ResultPrograms {
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@ -46,6 +55,7 @@ public:
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std::vector<u64> code;
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std::vector<u64> code_b;
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Tegra::Engines::ShaderType shader_type;
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std::unique_ptr<Vulkan::VKGraphicsPipeline> pipeline;
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};
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explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window);
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@ -76,6 +86,13 @@ public:
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VideoCommon::Shader::CompilerSettings compiler_settings,
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const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
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void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params,
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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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private:
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void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
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@ -84,15 +101,25 @@ private:
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struct WorkerParams {
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AsyncShaders::Backend backend;
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OpenGL::Device device;
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// For OGL
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const OpenGL::Device* device;
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Tegra::Engines::ShaderType shader_type;
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u64 uid;
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std::vector<u64> code;
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std::vector<u64> code_b;
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u32 main_offset;
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VideoCommon::Shader::CompilerSettings compiler_settings;
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VideoCommon::Shader::Registry registry;
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const VideoCommon::Shader::Registry* registry;
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VAddr cpu_address;
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// For Vulkan
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Vulkan::VKPipelineCache* pp_cache;
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std::vector<VkDescriptorSetLayoutBinding> bindings;
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Vulkan::SPIRVProgram program;
|
||||
Vulkan::RenderPassParams renderpass_params;
|
||||
u32 padding;
|
||||
std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders;
|
||||
Vulkan::FixedPipelineState fixed_state;
|
||||
};
|
||||
|
||||
std::condition_variable cv;
|
||||
|
|
Loading…
Reference in a new issue