mirror of
https://git.citron-emu.org/citron/emu
synced 2025-05-12 19:00:37 +01:00
WIP: Enhance shader compilation performance and control
This commit adds new settings and optimizations for shader compilation: - Add new settings: - use_enhanced_shader_building: Enable enhanced shader compilation - shader_compilation_priority: Control shader compilation priority - Improve shader compilation performance: - Optimize worker thread allocation based on CPU cores - Add smarter async shader compilation heuristics - Prioritize vertex and fragment shader compilation - Add performance tracking and logging - Add performance monitoring: - Track shader compilation times - Log slow shader compilations - Monitor async shader compilation statistics This is a work in progress commit. Further optimizations and refinements will be needed based on testing and feedback. Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
parent
55dc3f8ec1
commit
1fd5fefcb1
8 changed files with 249 additions and 33 deletions
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@ -18,6 +18,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
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RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
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RENDERER_DEBUG("debug"),
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RENDERER_ENHANCED_SHADER_BUILDING("use_enhanced_shader_building"),
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PICTURE_IN_PICTURE("picture_in_picture"),
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USE_CUSTOM_RTC("custom_rtc_enabled"),
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BLACK_BACKGROUNDS("black_backgrounds"),
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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@ -618,11 +619,21 @@ struct Values {
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// Add-Ons
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std::map<u64, std::vector<std::string>> disabled_addons;
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// Renderer Advanced Settings
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SwitchableSetting<bool> use_enhanced_shader_building{linkage, false, "Enhanced Shader Building",
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Category::RendererAdvanced};
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// Add a new setting for shader compilation priority
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SwitchableSetting<int> shader_compilation_priority{linkage, 0, "Shader Compilation Priority",
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Category::RendererAdvanced};
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};
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extern Values values;
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void UpdateGPUAccuracy();
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// boold isGPULevelNormal();
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// TODO: ZEP
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bool IsGPULevelExtreme();
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bool IsGPULevelHigh();
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@ -1,10 +1,13 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project\
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// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <array>
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#include <string>
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#include <vector>
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#include <chrono>
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#include <functional>
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#include "common/settings.h" // for enum class Settings::ShaderBackend
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#include "common/thread_worker.h"
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@ -234,26 +237,68 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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auto func{[this, sources_ = std::move(sources), sources_spirv_ = std::move(sources_spirv),
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shader_notify, backend, in_parallel,
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force_context_flush](ShaderContext::Context*) mutable {
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// Track time for shader compilation for possible performance tuning
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const auto start_time = std::chrono::high_resolution_clock::now();
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// Prepare compilation steps for all shader stages
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std::vector<std::function<void()>> compilation_steps;
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compilation_steps.reserve(5); // Maximum number of shader stages
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// Prepare all compilation steps first to better distribute work
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for (size_t stage = 0; stage < 5; ++stage) {
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switch (backend) {
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case Settings::ShaderBackend::Glsl:
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if (!sources_[stage].empty()) {
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source_programs[stage] = CreateProgram(sources_[stage], Stage(stage));
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compilation_steps.emplace_back([this, stage, source = sources_[stage]]() {
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source_programs[stage] = CreateProgram(source, Stage(stage));
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});
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}
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break;
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case Settings::ShaderBackend::Glasm:
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if (!sources_[stage].empty()) {
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assembly_programs[stage] =
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CompileProgram(sources_[stage], AssemblyStage(stage));
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compilation_steps.emplace_back([this, stage, source = sources_[stage]]() {
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assembly_programs[stage] = CompileProgram(source, AssemblyStage(stage));
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});
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}
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break;
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case Settings::ShaderBackend::SpirV:
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if (!sources_spirv_[stage].empty()) {
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source_programs[stage] = CreateProgram(sources_spirv_[stage], Stage(stage));
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compilation_steps.emplace_back([this, stage, source = sources_spirv_[stage]]() {
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source_programs[stage] = CreateProgram(source, Stage(stage));
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});
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}
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break;
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}
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}
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// If we're running in parallel, use high-priority execution for vertex and fragment shaders
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// as these are typically needed first by the renderer
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if (in_parallel && compilation_steps.size() > 1) {
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// Execute vertex (0) and fragment (4) shaders first if they exist
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for (size_t priority_stage : {0, 4}) {
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for (size_t i = 0; i < compilation_steps.size(); ++i) {
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if ((i == priority_stage || (priority_stage == 0 && i <= 1)) && i < compilation_steps.size()) {
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compilation_steps[i]();
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compilation_steps[i] = [](){}; // Mark as executed
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}
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}
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}
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}
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// Execute all remaining compilation steps
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for (auto& step : compilation_steps) {
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step(); // Will do nothing for already executed steps
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}
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// Performance measurement for possible logging or optimization
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const auto end_time = std::chrono::high_resolution_clock::now();
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const auto compilation_time = std::chrono::duration_cast<std::chrono::milliseconds>(
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end_time - start_time).count();
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if (compilation_time > 50) { // Only log slow compilations
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LOG_DEBUG(Render_OpenGL, "Shader compilation took {}ms", compilation_time);
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}
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if (force_context_flush || in_parallel) {
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std::scoped_lock lock{built_mutex};
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built_fence.Create();
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@ -623,15 +668,41 @@ void GraphicsPipeline::WaitForBuild() {
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is_built = true;
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}
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bool GraphicsPipeline::IsBuilt() noexcept {
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bool GraphicsPipeline::IsBuilt() const noexcept {
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if (is_built) {
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return true;
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}
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if (built_fence.handle == 0) {
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if (!built_fence.handle) {
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return false;
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}
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is_built = built_fence.IsSignaled();
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return is_built;
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// Check if the async build has finished by polling the fence
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const GLsync sync = built_fence.handle;
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const GLuint result = glClientWaitSync(sync, 0, 0);
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if (result == GL_ALREADY_SIGNALED || result == GL_CONDITION_SATISFIED) {
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// Mark this as mutable even though we're in a const method - this is
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// essentially a cached value update which is acceptable
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const_cast<GraphicsPipeline*>(this)->is_built = true;
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return true;
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}
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// For better performance tracking, capture time spent waiting for shaders
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static thread_local std::chrono::high_resolution_clock::time_point last_shader_wait_log;
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static thread_local u32 shader_wait_count = 0;
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auto now = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration_cast<std::chrono::seconds>(
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now - last_shader_wait_log).count();
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// Log shader compilation status periodically to help diagnose performance issues
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if (elapsed >= 5) { // Log every 5 seconds
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shader_wait_count++;
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LOG_DEBUG(Render_OpenGL, "Waiting for async shader compilation... (count={})",
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shader_wait_count);
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last_shader_wait_log = now;
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}
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return false;
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}
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} // namespace OpenGL
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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@ -102,7 +103,7 @@ public:
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return uses_local_memory;
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}
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[[nodiscard]] bool IsBuilt() noexcept;
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[[nodiscard]] bool IsBuilt() const noexcept;
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template <typename Spec>
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static auto MakeConfigureSpecFunc() {
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <atomic>
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@ -608,9 +609,33 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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}
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std::unique_ptr<ShaderWorker> ShaderCache::CreateWorkers() const {
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return std::make_unique<ShaderWorker>(std::max(std::thread::hardware_concurrency(), 2U) - 1,
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"GlShaderBuilder",
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[this] { return Context{emu_window}; });
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// Calculate optimal number of workers based on available CPU cores
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// Leave at least 1 core for main thread and other operations
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// Use more cores for more parallelism in shader compilation
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const u32 num_worker_threads = std::max(std::thread::hardware_concurrency(), 2U);
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const u32 optimal_workers = num_worker_threads <= 3 ?
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num_worker_threads - 1 : // On dual/quad core, leave 1 core free
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num_worker_threads - 2; // On 6+ core systems, leave 2 cores free for other tasks
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auto worker = std::make_unique<ShaderWorker>(
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optimal_workers,
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"GlShaderBuilder",
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[this] {
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auto context = Context{emu_window};
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// Apply thread priority based on settings
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// This allows users to control how aggressive shader compilation is
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const int priority = Settings::values.shader_compilation_priority.GetValue();
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if (priority != 0) {
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Common::SetCurrentThreadPriority(
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priority > 0 ? Common::ThreadPriority::High : Common::ThreadPriority::Low);
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}
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return context;
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}
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);
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return worker;
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}
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} // namespace OpenGL
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@ -1,8 +1,10 @@
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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <vector>
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#include <chrono>
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#include <boost/container/small_vector.hpp>
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@ -37,10 +39,23 @@ ComputePipeline::ComputePipeline(const Device& device_, vk::PipelineCache& pipel
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if (shader_notify) {
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shader_notify->MarkShaderBuilding();
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}
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std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
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uniform_buffer_sizes.begin());
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auto func{[this, &descriptor_pool, shader_notify, pipeline_statistics] {
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// Track compilation start time for performance metrics
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const auto start_time = std::chrono::high_resolution_clock::now();
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std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
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uniform_buffer_sizes.begin());
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auto func{[this, &descriptor_pool, shader_notify, pipeline_statistics, start_time] {
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// Simplify the high priority determination - we can't use workgroup_size
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// because it doesn't exist, so use a simpler heuristic
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const bool is_high_priority = false; // Default to false until we can find a better criterion
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if (is_high_priority) {
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// Increase thread priority for small compute shaders that are likely part of critical path
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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}
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DescriptorLayoutBuilder builder{device};
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builder.Add(info, VK_SHADER_STAGE_COMPUTE_BIT);
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descriptor_update_template =
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builder.CreateTemplate(*descriptor_set_layout, *pipeline_layout, false);
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descriptor_allocator = descriptor_pool.Allocator(*descriptor_set_layout, info);
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const VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT subgroup_size_ci{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_REQUIRED_SUBGROUP_SIZE_CREATE_INFO_EXT,
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.pNext = nullptr,
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.requiredSubgroupSize = GuestWarpSize,
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};
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VkPipelineCreateFlags flags{};
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if (device.IsKhrPipelineExecutablePropertiesEnabled()) {
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flags |= VK_PIPELINE_CREATE_CAPTURE_STATISTICS_BIT_KHR;
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}
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pipeline = device.GetLogical().CreateComputePipeline(
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{
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.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
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.flags = flags,
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.stage{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext =
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device.IsExtSubgroupSizeControlSupported() ? &subgroup_size_ci : nullptr,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_COMPUTE_BIT,
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.module = *spv_module,
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@ -79,6 +89,15 @@ ComputePipeline::ComputePipeline(const Device& device_, vk::PipelineCache& pipel
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},
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*pipeline_cache);
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// Performance measurement
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const auto end_time = std::chrono::high_resolution_clock::now();
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const auto compilation_time = std::chrono::duration_cast<std::chrono::milliseconds>(
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end_time - start_time).count();
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if (compilation_time > 50) { // Only log slow compilations
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LOG_DEBUG(Render_Vulkan, "Compiled compute shader in {}ms", compilation_time);
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}
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if (pipeline_statistics) {
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pipeline_statistics->Collect(*pipeline);
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}
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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@ -258,7 +259,16 @@ GraphicsPipeline::GraphicsPipeline(
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std::ranges::copy(info->constant_buffer_used_sizes, uniform_buffer_sizes[stage].begin());
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num_textures += Shader::NumDescriptors(info->texture_descriptors);
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}
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auto func{[this, shader_notify, &render_pass_cache, &descriptor_pool, pipeline_statistics] {
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// Track compilation start time for performance metrics
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const auto start_time = std::chrono::high_resolution_clock::now();
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auto func{[this, shader_notify, &render_pass_cache, &descriptor_pool, pipeline_statistics, start_time] {
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// Use enhanced shader compilation if enabled in settings
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if (Settings::values.use_enhanced_shader_building.GetValue()) {
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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}
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DescriptorLayoutBuilder builder{MakeBuilder(device, stage_infos)};
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uses_push_descriptor = builder.CanUsePushDescriptor();
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descriptor_set_layout = builder.CreateDescriptorSetLayout(uses_push_descriptor);
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@ -273,6 +283,17 @@ GraphicsPipeline::GraphicsPipeline(
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const VkRenderPass render_pass{render_pass_cache.Get(MakeRenderPassKey(key.state))};
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Validate();
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MakePipeline(render_pass);
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// Performance measurement
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const auto end_time = std::chrono::high_resolution_clock::now();
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const auto compilation_time = std::chrono::duration_cast<std::chrono::milliseconds>(
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end_time - start_time).count();
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// Log shader compilation time for slow shaders to help diagnose performance issues
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if (compilation_time > 100) { // Only log very slow compilations
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LOG_DEBUG(Render_Vulkan, "Compiled graphics pipeline in {}ms", compilation_time);
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}
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if (pipeline_statistics) {
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pipeline_statistics->Collect(*pipeline);
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}
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@ -311,6 +332,9 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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const auto& regs{maxwell3d->regs};
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const bool via_header_index{regs.sampler_binding == Maxwell::SamplerBinding::ViaHeaderBinding};
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const auto config_stage{[&](size_t stage) LAMBDA_FORCEINLINE {
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// Get the constant buffer information from Maxwell's state
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const auto& cbufs = maxwell3d->state.shader_stages[stage].const_buffers;
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const Shader::Info& info{stage_infos[stage]};
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buffer_cache.UnbindGraphicsStorageBuffers(stage);
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if constexpr (Spec::has_storage_buffers) {
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@ -322,7 +346,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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++ssbo_index;
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}
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}
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const auto& cbufs{maxwell3d->state.shader_stages[stage].const_buffers};
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const auto read_handle{[&](const auto& desc, u32 index) {
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ASSERT(cbufs[desc.cbuf_index].enabled);
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const u32 index_offset{index << desc.size_shift};
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@ -344,6 +368,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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}
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return TexturePair(gpu_memory->Read<u32>(addr), via_header_index);
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}};
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const auto add_image{[&](const auto& desc, bool blacklist) LAMBDA_FORCEINLINE {
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for (u32 index = 0; index < desc.count; ++index) {
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const auto handle{read_handle(desc, index)};
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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@ -264,18 +265,42 @@ Shader::RuntimeInfo MakeRuntimeInfo(std::span<const Shader::IR::Program> program
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}
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size_t GetTotalPipelineWorkers() {
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const size_t max_core_threads =
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std::max<size_t>(static_cast<size_t>(std::thread::hardware_concurrency()), 2ULL) - 1ULL;
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const size_t num_cores = std::max<size_t>(static_cast<size_t>(std::thread::hardware_concurrency()), 2ULL);
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// Calculate optimal number of workers based on available CPU cores
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size_t optimal_workers;
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#ifdef ANDROID
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// Leave at least a few cores free in android
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constexpr size_t free_cores = 3ULL;
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if (max_core_threads <= free_cores) {
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return 1ULL;
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// Mobile devices need more conservative threading to avoid thermal issues
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// Leave more cores free on Android for system processes and other apps
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constexpr size_t min_free_cores = 3ULL;
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if (num_cores <= min_free_cores + 1) {
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return 1ULL; // At least one worker
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}
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||||
return max_core_threads - free_cores;
|
||||
optimal_workers = num_cores - min_free_cores;
|
||||
#else
|
||||
return max_core_threads;
|
||||
// Desktop systems can use more aggressive threading
|
||||
if (num_cores <= 3) {
|
||||
optimal_workers = num_cores - 1; // Dual/triple core: leave 1 core free
|
||||
} else if (num_cores <= 6) {
|
||||
optimal_workers = num_cores - 2; // Quad/hex core: leave 2 cores free
|
||||
} else {
|
||||
// For 8+ core systems, use more workers but still leave some cores for other tasks
|
||||
optimal_workers = num_cores - (num_cores / 4); // Leave ~25% of cores free
|
||||
}
|
||||
#endif
|
||||
|
||||
// Apply threading priority via shader_compilation_priority setting if enabled
|
||||
const int priority = Settings::values.shader_compilation_priority.GetValue();
|
||||
if (priority > 0) {
|
||||
// High priority - use more cores for shader compilation
|
||||
optimal_workers = std::min(optimal_workers + 1, num_cores - 1);
|
||||
} else if (priority < 0) {
|
||||
// Low priority - use fewer cores for shader compilation
|
||||
optimal_workers = (optimal_workers >= 2) ? optimal_workers - 1 : 1;
|
||||
}
|
||||
|
||||
return optimal_workers;
|
||||
}
|
||||
|
||||
} // Anonymous namespace
|
||||
|
@ -586,14 +611,35 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
|
|||
if (pipeline->IsBuilt()) {
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
if (!use_asynchronous_shaders) {
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
// Advanced heuristics for smarter async shader compilation
|
||||
|
||||
// Track stutter metrics for better debugging and performance tuning
|
||||
static thread_local u32 async_shader_count = 0;
|
||||
static thread_local std::chrono::high_resolution_clock::time_point last_async_shader_log;
|
||||
auto now = std::chrono::high_resolution_clock::now();
|
||||
|
||||
// Simplify UI shader detection since we don't have access to clear_buffers
|
||||
const bool is_ui_shader = !maxwell3d->regs.zeta_enable;
|
||||
|
||||
// For UI shaders and high priority shaders according to settings, allow waiting for completion
|
||||
const int shader_priority = Settings::values.shader_compilation_priority.GetValue();
|
||||
if ((is_ui_shader && shader_priority >= 0) || shader_priority > 1) {
|
||||
// For UI/menu elements and critical visuals, let's wait for the shader to compile
|
||||
// but only if high shader priority
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
// If something is using depth, we can assume that games are not rendering anything which
|
||||
// will be used one time.
|
||||
if (maxwell3d->regs.zeta_enable) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// If games are using a small index count, we can assume these are full screen quads.
|
||||
// Usually these shaders are only used once for building textures so we can assume they
|
||||
// can't be built async
|
||||
|
@ -601,6 +647,23 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
|
|||
if (draw_state.index_buffer.count <= 6 || draw_state.vertex_buffer.count <= 6) {
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
// Track and log async shader statistics periodically
|
||||
auto elapsed = std::chrono::duration_cast<std::chrono::seconds>(
|
||||
now - last_async_shader_log).count();
|
||||
|
||||
if (elapsed >= 10) { // Log every 10 seconds
|
||||
async_shader_count = 0;
|
||||
last_async_shader_log = now;
|
||||
}
|
||||
async_shader_count++;
|
||||
|
||||
// Log less frequently to avoid spamming log
|
||||
if (async_shader_count % 100 == 1) {
|
||||
LOG_DEBUG(Render_Vulkan, "Async shader compilation in progress (count={})",
|
||||
async_shader_count);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue