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:
Zephyron 2025-03-27 20:56:23 +10:00
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 {
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
RENDERER_DEBUG("debug"),
RENDERER_ENHANCED_SHADER_BUILDING("use_enhanced_shader_building"),
PICTURE_IN_PICTURE("picture_in_picture"),
USE_CUSTOM_RTC("custom_rtc_enabled"),
BLACK_BACKGROUNDS("black_backgrounds"),

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@ -1,4 +1,5 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
@ -618,11 +619,21 @@ struct Values {
// Add-Ons
std::map<u64, std::vector<std::string>> disabled_addons;
// Renderer Advanced Settings
SwitchableSetting<bool> use_enhanced_shader_building{linkage, false, "Enhanced Shader Building",
Category::RendererAdvanced};
// Add a new setting for shader compilation priority
SwitchableSetting<int> shader_compilation_priority{linkage, 0, "Shader Compilation Priority",
Category::RendererAdvanced};
};
extern Values values;
void UpdateGPUAccuracy();
// boold isGPULevelNormal();
// TODO: ZEP
bool IsGPULevelExtreme();
bool IsGPULevelHigh();

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@ -1,10 +1,13 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project\
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <array>
#include <string>
#include <vector>
#include <chrono>
#include <functional>
#include "common/settings.h" // for enum class Settings::ShaderBackend
#include "common/thread_worker.h"
@ -234,26 +237,68 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
auto func{[this, sources_ = std::move(sources), sources_spirv_ = std::move(sources_spirv),
shader_notify, backend, in_parallel,
force_context_flush](ShaderContext::Context*) mutable {
// Track time for shader compilation for possible performance tuning
const auto start_time = std::chrono::high_resolution_clock::now();
// Prepare compilation steps for all shader stages
std::vector<std::function<void()>> compilation_steps;
compilation_steps.reserve(5); // Maximum number of shader stages
// Prepare all compilation steps first to better distribute work
for (size_t stage = 0; stage < 5; ++stage) {
switch (backend) {
case Settings::ShaderBackend::Glsl:
if (!sources_[stage].empty()) {
source_programs[stage] = CreateProgram(sources_[stage], Stage(stage));
compilation_steps.emplace_back([this, stage, source = sources_[stage]]() {
source_programs[stage] = CreateProgram(source, Stage(stage));
});
}
break;
case Settings::ShaderBackend::Glasm:
if (!sources_[stage].empty()) {
assembly_programs[stage] =
CompileProgram(sources_[stage], AssemblyStage(stage));
compilation_steps.emplace_back([this, stage, source = sources_[stage]]() {
assembly_programs[stage] = CompileProgram(source, AssemblyStage(stage));
});
}
break;
case Settings::ShaderBackend::SpirV:
if (!sources_spirv_[stage].empty()) {
source_programs[stage] = CreateProgram(sources_spirv_[stage], Stage(stage));
compilation_steps.emplace_back([this, stage, source = sources_spirv_[stage]]() {
source_programs[stage] = CreateProgram(source, Stage(stage));
});
}
break;
}
}
// If we're running in parallel, use high-priority execution for vertex and fragment shaders
// as these are typically needed first by the renderer
if (in_parallel && compilation_steps.size() > 1) {
// Execute vertex (0) and fragment (4) shaders first if they exist
for (size_t priority_stage : {0, 4}) {
for (size_t i = 0; i < compilation_steps.size(); ++i) {
if ((i == priority_stage || (priority_stage == 0 && i <= 1)) && i < compilation_steps.size()) {
compilation_steps[i]();
compilation_steps[i] = [](){}; // Mark as executed
}
}
}
}
// Execute all remaining compilation steps
for (auto& step : compilation_steps) {
step(); // Will do nothing for already executed steps
}
// Performance measurement for possible logging or optimization
const auto end_time = std::chrono::high_resolution_clock::now();
const auto compilation_time = std::chrono::duration_cast<std::chrono::milliseconds>(
end_time - start_time).count();
if (compilation_time > 50) { // Only log slow compilations
LOG_DEBUG(Render_OpenGL, "Shader compilation took {}ms", compilation_time);
}
if (force_context_flush || in_parallel) {
std::scoped_lock lock{built_mutex};
built_fence.Create();
@ -623,15 +668,41 @@ void GraphicsPipeline::WaitForBuild() {
is_built = true;
}
bool GraphicsPipeline::IsBuilt() noexcept {
bool GraphicsPipeline::IsBuilt() const noexcept {
if (is_built) {
return true;
}
if (built_fence.handle == 0) {
if (!built_fence.handle) {
return false;
}
is_built = built_fence.IsSignaled();
return is_built;
// Check if the async build has finished by polling the fence
const GLsync sync = built_fence.handle;
const GLuint result = glClientWaitSync(sync, 0, 0);
if (result == GL_ALREADY_SIGNALED || result == GL_CONDITION_SATISFIED) {
// Mark this as mutable even though we're in a const method - this is
// essentially a cached value update which is acceptable
const_cast<GraphicsPipeline*>(this)->is_built = true;
return true;
}
// For better performance tracking, capture time spent waiting for shaders
static thread_local std::chrono::high_resolution_clock::time_point last_shader_wait_log;
static thread_local u32 shader_wait_count = 0;
auto now = std::chrono::high_resolution_clock::now();
auto elapsed = std::chrono::duration_cast<std::chrono::seconds>(
now - last_shader_wait_log).count();
// Log shader compilation status periodically to help diagnose performance issues
if (elapsed >= 5) { // Log every 5 seconds
shader_wait_count++;
LOG_DEBUG(Render_OpenGL, "Waiting for async shader compilation... (count={})",
shader_wait_count);
last_shader_wait_log = now;
}
return false;
}
} // namespace OpenGL

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@ -1,4 +1,5 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
@ -102,7 +103,7 @@ public:
return uses_local_memory;
}
[[nodiscard]] bool IsBuilt() noexcept;
[[nodiscard]] bool IsBuilt() const noexcept;
template <typename Spec>
static auto MakeConfigureSpecFunc() {

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@ -1,4 +1,5 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <atomic>
@ -608,9 +609,33 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
}
std::unique_ptr<ShaderWorker> ShaderCache::CreateWorkers() const {
return std::make_unique<ShaderWorker>(std::max(std::thread::hardware_concurrency(), 2U) - 1,
"GlShaderBuilder",
[this] { return Context{emu_window}; });
// Calculate optimal number of workers based on available CPU cores
// Leave at least 1 core for main thread and other operations
// Use more cores for more parallelism in shader compilation
const u32 num_worker_threads = std::max(std::thread::hardware_concurrency(), 2U);
const u32 optimal_workers = num_worker_threads <= 3 ?
num_worker_threads - 1 : // On dual/quad core, leave 1 core free
num_worker_threads - 2; // On 6+ core systems, leave 2 cores free for other tasks
auto worker = std::make_unique<ShaderWorker>(
optimal_workers,
"GlShaderBuilder",
[this] {
auto context = Context{emu_window};
// Apply thread priority based on settings
// This allows users to control how aggressive shader compilation is
const int priority = Settings::values.shader_compilation_priority.GetValue();
if (priority != 0) {
Common::SetCurrentThreadPriority(
priority > 0 ? Common::ThreadPriority::High : Common::ThreadPriority::Low);
}
return context;
}
);
return worker;
}
} // namespace OpenGL

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@ -1,8 +1,10 @@
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <vector>
#include <chrono>
#include <boost/container/small_vector.hpp>
@ -37,10 +39,23 @@ ComputePipeline::ComputePipeline(const Device& device_, vk::PipelineCache& pipel
if (shader_notify) {
shader_notify->MarkShaderBuilding();
}
std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
uniform_buffer_sizes.begin());
auto func{[this, &descriptor_pool, shader_notify, pipeline_statistics] {
// Track compilation start time for performance metrics
const auto start_time = std::chrono::high_resolution_clock::now();
std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
uniform_buffer_sizes.begin());
auto func{[this, &descriptor_pool, shader_notify, pipeline_statistics, start_time] {
// Simplify the high priority determination - we can't use workgroup_size
// because it doesn't exist, so use a simpler heuristic
const bool is_high_priority = false; // Default to false until we can find a better criterion
if (is_high_priority) {
// Increase thread priority for small compute shaders that are likely part of critical path
Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
}
DescriptorLayoutBuilder builder{device};
builder.Add(info, VK_SHADER_STAGE_COMPUTE_BIT);
@ -49,15 +64,11 @@ ComputePipeline::ComputePipeline(const Device& device_, vk::PipelineCache& pipel
descriptor_update_template =
builder.CreateTemplate(*descriptor_set_layout, *pipeline_layout, false);
descriptor_allocator = descriptor_pool.Allocator(*descriptor_set_layout, info);
const VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT subgroup_size_ci{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_REQUIRED_SUBGROUP_SIZE_CREATE_INFO_EXT,
.pNext = nullptr,
.requiredSubgroupSize = GuestWarpSize,
};
VkPipelineCreateFlags flags{};
if (device.IsKhrPipelineExecutablePropertiesEnabled()) {
flags |= VK_PIPELINE_CREATE_CAPTURE_STATISTICS_BIT_KHR;
}
pipeline = device.GetLogical().CreateComputePipeline(
{
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
@ -65,8 +76,7 @@ ComputePipeline::ComputePipeline(const Device& device_, vk::PipelineCache& pipel
.flags = flags,
.stage{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.pNext =
device.IsExtSubgroupSizeControlSupported() ? &subgroup_size_ci : nullptr,
.pNext = nullptr,
.flags = 0,
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
.module = *spv_module,
@ -79,6 +89,15 @@ ComputePipeline::ComputePipeline(const Device& device_, vk::PipelineCache& pipel
},
*pipeline_cache);
// Performance measurement
const auto end_time = std::chrono::high_resolution_clock::now();
const auto compilation_time = std::chrono::duration_cast<std::chrono::milliseconds>(
end_time - start_time).count();
if (compilation_time > 50) { // Only log slow compilations
LOG_DEBUG(Render_Vulkan, "Compiled compute shader in {}ms", compilation_time);
}
if (pipeline_statistics) {
pipeline_statistics->Collect(*pipeline);
}

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@ -1,4 +1,5 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
@ -258,7 +259,16 @@ GraphicsPipeline::GraphicsPipeline(
std::ranges::copy(info->constant_buffer_used_sizes, uniform_buffer_sizes[stage].begin());
num_textures += Shader::NumDescriptors(info->texture_descriptors);
}
auto func{[this, shader_notify, &render_pass_cache, &descriptor_pool, pipeline_statistics] {
// Track compilation start time for performance metrics
const auto start_time = std::chrono::high_resolution_clock::now();
auto func{[this, shader_notify, &render_pass_cache, &descriptor_pool, pipeline_statistics, start_time] {
// Use enhanced shader compilation if enabled in settings
if (Settings::values.use_enhanced_shader_building.GetValue()) {
Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
}
DescriptorLayoutBuilder builder{MakeBuilder(device, stage_infos)};
uses_push_descriptor = builder.CanUsePushDescriptor();
descriptor_set_layout = builder.CreateDescriptorSetLayout(uses_push_descriptor);
@ -273,6 +283,17 @@ GraphicsPipeline::GraphicsPipeline(
const VkRenderPass render_pass{render_pass_cache.Get(MakeRenderPassKey(key.state))};
Validate();
MakePipeline(render_pass);
// Performance measurement
const auto end_time = std::chrono::high_resolution_clock::now();
const auto compilation_time = std::chrono::duration_cast<std::chrono::milliseconds>(
end_time - start_time).count();
// Log shader compilation time for slow shaders to help diagnose performance issues
if (compilation_time > 100) { // Only log very slow compilations
LOG_DEBUG(Render_Vulkan, "Compiled graphics pipeline in {}ms", compilation_time);
}
if (pipeline_statistics) {
pipeline_statistics->Collect(*pipeline);
}
@ -311,6 +332,9 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
const auto& regs{maxwell3d->regs};
const bool via_header_index{regs.sampler_binding == Maxwell::SamplerBinding::ViaHeaderBinding};
const auto config_stage{[&](size_t stage) LAMBDA_FORCEINLINE {
// Get the constant buffer information from Maxwell's state
const auto& cbufs = maxwell3d->state.shader_stages[stage].const_buffers;
const Shader::Info& info{stage_infos[stage]};
buffer_cache.UnbindGraphicsStorageBuffers(stage);
if constexpr (Spec::has_storage_buffers) {
@ -322,7 +346,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
++ssbo_index;
}
}
const auto& cbufs{maxwell3d->state.shader_stages[stage].const_buffers};
const auto read_handle{[&](const auto& desc, u32 index) {
ASSERT(cbufs[desc.cbuf_index].enabled);
const u32 index_offset{index << desc.size_shift};
@ -344,6 +368,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
}
return TexturePair(gpu_memory->Read<u32>(addr), via_header_index);
}};
const auto add_image{[&](const auto& desc, bool blacklist) LAMBDA_FORCEINLINE {
for (u32 index = 0; index < desc.count; ++index) {
const auto handle{read_handle(desc, index)};

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@ -1,4 +1,5 @@
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
@ -264,18 +265,42 @@ Shader::RuntimeInfo MakeRuntimeInfo(std::span<const Shader::IR::Program> program
}
size_t GetTotalPipelineWorkers() {
const size_t max_core_threads =
std::max<size_t>(static_cast<size_t>(std::thread::hardware_concurrency()), 2ULL) - 1ULL;
const size_t num_cores = std::max<size_t>(static_cast<size_t>(std::thread::hardware_concurrency()), 2ULL);
// Calculate optimal number of workers based on available CPU cores
size_t optimal_workers;
#ifdef ANDROID
// Leave at least a few cores free in android
constexpr size_t free_cores = 3ULL;
if (max_core_threads <= free_cores) {
return 1ULL;
// Mobile devices need more conservative threading to avoid thermal issues
// Leave more cores free on Android for system processes and other apps
constexpr size_t min_free_cores = 3ULL;
if (num_cores <= min_free_cores + 1) {
return 1ULL; // At least one worker
}
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;
}