Vk Async pipeline compilation

This commit is contained in:
ameerj 2020-07-28 00:08:02 -04:00
parent db96034ea4
commit 6ac97405df
13 changed files with 182 additions and 20 deletions

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@ -382,6 +382,8 @@ bool VKDevice::Create() {
graphics_queue = logical.GetQueue(graphics_family);
present_queue = logical.GetQueue(present_family);
use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue();
return true;
}

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@ -202,6 +202,10 @@ public:
return reported_extensions;
}
bool UseAsynchronousShaders() const {
return use_asynchronous_shaders;
}
/// Checks if the physical device is suitable.
static bool IsSuitable(vk::PhysicalDevice physical, VkSurfaceKHR surface);
@ -251,6 +255,7 @@ 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{};
// Telemetry parameters
std::string vendor_name; ///< Device's driver name.

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@ -29,7 +29,7 @@ void InnerFence::Queue() {
}
ASSERT(!event);
event = device.GetLogical().CreateEvent();
event = device.GetLogical().CreateNewEvent();
ticks = scheduler.Ticks();
scheduler.RequestOutsideRenderPassOperationContext();

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@ -84,9 +84,8 @@ VKGraphicsPipeline::VKGraphicsPipeline(const VKDevice& device, VKScheduler& sche
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)} {}
renderpass{renderpass_cache.GetRenderPass(key.renderpass_params)},
pipeline{CreatePipeline(key.renderpass_params, program)}, m_key{key} {}
VKGraphicsPipeline::~VKGraphicsPipeline() = default;

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@ -54,6 +54,10 @@ public:
return renderpass;
}
const GraphicsPipelineCacheKey& GetCacheKey() {
return m_key;
}
private:
vk::DescriptorSetLayout CreateDescriptorSetLayout(
vk::Span<VkDescriptorSetLayoutBinding> bindings) const;
@ -82,6 +86,8 @@ private:
VkRenderPass renderpass;
vk::Pipeline pipeline;
const GraphicsPipelineCacheKey& m_key;
};
} // namespace Vulkan

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@ -205,7 +205,8 @@ std::array<Shader*, Maxwell::MaxShaderProgram> VKPipelineCache::GetShaders() {
return last_shaders = shaders;
}
VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(const GraphicsPipelineCacheKey& key) {
VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(
const GraphicsPipelineCacheKey& key, VideoCommon::Shader::AsyncShaders& async_shaders) {
MICROPROFILE_SCOPE(Vulkan_PipelineCache);
if (last_graphics_pipeline && last_graphics_key == key) {
@ -213,11 +214,27 @@ VKGraphicsPipeline& VKPipelineCache::GetGraphicsPipeline(const GraphicsPipelineC
}
last_graphics_key = key;
if (device.UseAsynchronousShaders()) {
auto work = async_shaders.GetCompletedWork();
for (std::size_t i = 0; i < work.size(); ++i) {
auto& entry = graphics_cache.at(work[i].pipeline->GetCacheKey());
entry = std::move(work[i].pipeline);
}
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
if (is_cache_miss) {
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);
}
return *(last_graphics_pipeline = graphics_cache.at(key).get());
}
const auto [pair, is_cache_miss] = graphics_cache.try_emplace(key);
auto& entry = pair->second;
if (is_cache_miss) {
LOG_INFO(Render_Vulkan, "Compile 0x{:016X}", key.Hash());
const auto [program, bindings] = DecompileShaders(key);
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);
@ -312,8 +329,7 @@ void VKPipelineCache::OnShaderRemoval(Shader* shader) {
}
std::pair<SPIRVProgram, std::vector<VkDescriptorSetLayoutBinding>>
VKPipelineCache::DecompileShaders(const GraphicsPipelineCacheKey& key) {
const auto& fixed_state = key.fixed_state;
VKPipelineCache::DecompileShaders(const FixedPipelineState& fixed_state) {
auto& memory_manager = system.GPU().MemoryManager();
const auto& gpu = system.GPU().Maxwell3D();

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@ -22,6 +22,7 @@
#include "video_core/renderer_vulkan/vk_renderpass_cache.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
#include "video_core/renderer_vulkan/wrapper.h"
#include "video_core/shader/async_shaders.h"
#include "video_core/shader/memory_util.h"
#include "video_core/shader/registry.h"
#include "video_core/shader/shader_ir.h"
@ -152,16 +153,37 @@ public:
std::array<Shader*, Maxwell::MaxShaderProgram> GetShaders();
VKGraphicsPipeline& GetGraphicsPipeline(const GraphicsPipelineCacheKey& key);
VKGraphicsPipeline& GetGraphicsPipeline(const GraphicsPipelineCacheKey& key,
VideoCommon::Shader::AsyncShaders& async_shaders);
VKComputePipeline& GetComputePipeline(const ComputePipelineCacheKey& key);
const VKDevice& GetDevice() {
return device;
}
VKScheduler& GetScheduler() {
return scheduler;
}
VKDescriptorPool& GetDescriptorPool() {
return descriptor_pool;
}
VKUpdateDescriptorQueue& GetUpdateDescriptorQueue() {
return update_descriptor_queue;
}
VKRenderPassCache& GetRenderpassCache() {
return renderpass_cache;
}
protected:
void OnShaderRemoval(Shader* shader) final;
private:
std::pair<SPIRVProgram, std::vector<VkDescriptorSetLayoutBinding>> DecompileShaders(
const GraphicsPipelineCacheKey& key);
const FixedPipelineState& fixed_state);
Core::System& system;
const VKDevice& device;
@ -177,6 +199,7 @@ private:
GraphicsPipelineCacheKey last_graphics_key;
VKGraphicsPipeline* last_graphics_pipeline = nullptr;
std::vector<std::unique_ptr<VKGraphicsPipeline>> duplicates;
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<VKGraphicsPipeline>>
graphics_cache;

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@ -400,8 +400,25 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
buffer_cache(*this, system, device, memory_manager, scheduler, staging_pool),
sampler_cache(device),
fence_manager(system, *this, device, scheduler, texture_cache, buffer_cache, query_cache),
query_cache(system, *this, device, scheduler), wfi_event{device.GetLogical().CreateEvent()} {
query_cache(system, *this, device, scheduler),
wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
scheduler.SetQueryCache(query_cache);
if (device.UseAsynchronousShaders()) {
// Max worker threads we should allow
constexpr auto MAX_THREADS = 2u;
// Amount of threads we should reserve for other parts of yuzu
constexpr auto RESERVED_THREADS = 6u;
// 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;
// Always allow at least 1 thread regardless of our settings
const auto max_worker_count = std::max(1u, max_threads_unused);
// Don't use more than MAX_THREADS
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
async_shaders.AllocateWorkers(worker_count);
}
}
RasterizerVulkan::~RasterizerVulkan() = default;
@ -439,7 +456,13 @@ void RasterizerVulkan::Draw(bool is_indexed, bool is_instanced) {
key.renderpass_params = GetRenderPassParams(texceptions);
key.padding = 0;
auto& pipeline = pipeline_cache.GetGraphicsPipeline(key);
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;
}
scheduler.BindGraphicsPipeline(pipeline.GetHandle());
const auto renderpass = pipeline.GetRenderPass();

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@ -32,6 +32,7 @@
#include "video_core/renderer_vulkan/vk_texture_cache.h"
#include "video_core/renderer_vulkan/vk_update_descriptor.h"
#include "video_core/renderer_vulkan/wrapper.h"
#include "video_core/shader/async_shaders.h"
namespace Core {
class System;
@ -136,6 +137,14 @@ public:
u32 pixel_stride) override;
void SetupDirtyFlags() override;
VideoCommon::Shader::AsyncShaders& GetAsyncShaders() {
return async_shaders;
}
const VideoCommon::Shader::AsyncShaders& GetAsyncShaders() const {
return async_shaders;
}
/// Maximum supported size that a constbuffer can have in bytes.
static constexpr std::size_t MaxConstbufferSize = 0x10000;
static_assert(MaxConstbufferSize % (4 * sizeof(float)) == 0,
@ -278,6 +287,7 @@ private:
VKMemoryManager& memory_manager;
StateTracker& state_tracker;
VKScheduler& scheduler;
VideoCommon::Shader::AsyncShaders async_shaders;
VKStagingBufferPool staging_pool;
VKDescriptorPool descriptor_pool;

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@ -644,7 +644,7 @@ ShaderModule Device::CreateShaderModule(const VkShaderModuleCreateInfo& ci) cons
return ShaderModule(object, handle, *dld);
}
Event Device::CreateEvent() const {
Event Device::CreateNewEvent() const {
static constexpr VkEventCreateInfo ci{
.sType = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO,
.pNext = nullptr,

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@ -721,7 +721,7 @@ public:
ShaderModule CreateShaderModule(const VkShaderModuleCreateInfo& ci) const;
Event CreateEvent() const;
Event CreateNewEvent() const;
SwapchainKHR CreateSwapchainKHR(const VkSwapchainCreateInfoKHR& ci) const;

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@ -113,15 +113,38 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
VAddr cpu_addr) {
WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
: AsyncShaders::Backend::OpenGL,
device,
&device,
shader_type,
uid,
std::move(code),
std::move(code_b),
main_offset,
compiler_settings,
registry,
&registry,
cpu_addr};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(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) {
WorkerParams params{
.backend = AsyncShaders::Backend::Vulkan,
.pp_cache = pp_cache,
.bindings = bindings,
.program = program,
.renderpass_params = renderpass_params,
.padding = padding,
.shaders = shaders,
.fixed_state = fixed_state,
};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(std::move(params));
cv.notify_one();
@ -140,6 +163,7 @@ 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;
@ -152,10 +176,11 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
if (work.backend == AsyncShaders::Backend::OpenGL ||
work.backend == AsyncShaders::Backend::GLASM) {
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
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, work.registry);
OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
Result result{};
result.backend = work.backend;
result.cpu_address = work.cpu_address;
@ -174,6 +199,32 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
std::unique_lock complete_lock(completed_mutex);
finished_work.push_back(std::move(result));
}
} else if (work.backend == AsyncShaders::Backend::Vulkan) {
Vulkan::GraphicsPipelineCacheKey params_key{
work.renderpass_params,
work.padding,
work.shaders,
work.fixed_state,
};
{
std::unique_lock complete_lock(completed_mutex);
// Duplicate creation of pipelines leads to instability and crashing, caused by a
// race condition but band-aid solution is locking the making of the pipeline
// results in only one pipeline created at a time.
Result result{
.backend = work.backend,
.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),
};
finished_work.push_back(std::move(result));
}
}
}
}

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@ -14,6 +14,10 @@
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/renderer_vulkan/vk_update_descriptor.h"
namespace Core::Frontend {
class EmuWindow;
@ -24,6 +28,10 @@ namespace Tegra {
class GPU;
}
namespace Vulkan {
class VKPipelineCache;
}
namespace VideoCommon::Shader {
class AsyncShaders {
@ -31,6 +39,7 @@ public:
enum class Backend {
OpenGL,
GLASM,
Vulkan,
};
struct ResultPrograms {
@ -46,6 +55,7 @@ public:
std::vector<u64> code;
std::vector<u64> code_b;
Tegra::Engines::ShaderType shader_type;
std::unique_ptr<Vulkan::VKGraphicsPipeline> pipeline;
};
explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window);
@ -76,6 +86,13 @@ public:
VideoCommon::Shader::CompilerSettings compiler_settings,
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
void 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);
private:
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
@ -84,15 +101,25 @@ private:
struct WorkerParams {
AsyncShaders::Backend backend;
OpenGL::Device device;
// For OGL
const OpenGL::Device* device;
Tegra::Engines::ShaderType shader_type;
u64 uid;
std::vector<u64> code;
std::vector<u64> code_b;
u32 main_offset;
VideoCommon::Shader::CompilerSettings compiler_settings;
VideoCommon::Shader::Registry registry;
const VideoCommon::Shader::Registry* registry;
VAddr cpu_address;
// For Vulkan
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;
};
std::condition_variable cv;