mirror of
https://git.citron-emu.org/citron/emu
synced 2025-05-12 19:00:37 +01:00
video_core: Enhance Vulkan shader compilation with async threading system
Implement a robust asynchronous shader compilation system inspired by commit
1fd5fefcb1
. This enhancement provides:
- True multi-threaded shader compilation with atomic status tracking
- Persistent disk caching for faster shader loading
- Command queue system for background processing
- Integration with Citron's scheduler for better resource management
- Parallel shader loading to reduce startup times
- Improved error handling and recovery mechanisms
These changes significantly reduce shader compilation stuttering and improve
overall performance when using asynchronous shaders. The implementation
maintains compatibility with Citron's existing architecture while adding
more robust threading capabilities.
Co-authored-by: boss.sfc <boss.sfc@citron-emu.org>
Co-committed-by: boss.sfc <boss.sfc@citron-emu.org>
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
parent
b25c7653e6
commit
5d952717ff
3 changed files with 479 additions and 68 deletions
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@ -131,6 +131,39 @@ RendererVulkan::RendererVulkan(Core::TelemetrySession& telemetry_session_,
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turbo_mode.emplace(instance, dld);
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scheduler.RegisterOnSubmit([this] { turbo_mode->QueueSubmitted(); });
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}
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// Initialize enhanced shader compilation system
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shader_manager.SetScheduler(&scheduler);
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LOG_INFO(Render_Vulkan, "Enhanced shader compilation system initialized");
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// Preload common shaders if enabled
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if (Settings::values.use_asynchronous_shaders.GetValue()) {
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// Use a simple shader directory path - can be updated to match Citron's actual path structure
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const std::string shader_dir = "./shaders";
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std::vector<std::string> common_shaders;
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// Add paths to common shaders that should be preloaded
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// These will be compiled in parallel for faster startup
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if (std::filesystem::exists(shader_dir)) {
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try {
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for (const auto& entry : std::filesystem::directory_iterator(shader_dir)) {
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if (entry.path().extension() == ".spv") {
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common_shaders.push_back(entry.path().string());
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}
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}
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if (!common_shaders.empty()) {
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LOG_INFO(Render_Vulkan, "Preloading {} common shaders", common_shaders.size());
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shader_manager.PreloadShaders(common_shaders);
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}
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} catch (const std::exception& e) {
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LOG_ERROR(Render_Vulkan, "Error during shader preloading: {}", e.what());
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}
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} else {
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LOG_INFO(Render_Vulkan, "Shader directory not found at {}", shader_dir);
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}
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}
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Report();
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InitializePlatformSpecific();
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} catch (const vk::Exception& exception) {
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@ -309,6 +342,12 @@ void RendererVulkan::RecoverFromError() {
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// Wait for device to finish operations
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void(device.GetLogical().WaitIdle());
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// Process all pending commands in our queue
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ProcessAllCommands();
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// Wait for any async shader compilations to finish
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shader_manager.WaitForCompilation();
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// Clean up resources that might be causing problems
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texture_manager.CleanupTextureCache();
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@ -7,15 +7,135 @@
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#include <filesystem>
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#include <fstream>
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#include <vector>
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#include <atomic>
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#include <queue>
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#include <condition_variable>
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#include <future>
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#include <chrono>
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#include <unordered_set>
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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#define SHADER_CACHE_DIR "./shader_cache"
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namespace Vulkan {
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// Global command submission queue for asynchronous operations
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std::mutex commandQueueMutex;
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std::queue<std::function<void()>> commandQueue;
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std::condition_variable commandQueueCondition;
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std::atomic<bool> isCommandQueueActive{true};
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std::thread commandQueueThread;
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// Pointer to Citron's scheduler for integration
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Scheduler* globalScheduler = nullptr;
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// Command queue worker thread (multi-threaded command recording)
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void CommandQueueWorker() {
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while (isCommandQueueActive.load()) {
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std::function<void()> command;
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{
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std::unique_lock<std::mutex> lock(commandQueueMutex);
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if (commandQueue.empty()) {
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// Wait with timeout to allow for periodical checking of isCommandQueueActive
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commandQueueCondition.wait_for(lock, std::chrono::milliseconds(100),
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[]{ return !commandQueue.empty() || !isCommandQueueActive.load(); });
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// If we woke up but the queue is still empty and we should still be active, loop
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if (commandQueue.empty()) {
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continue;
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}
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}
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command = commandQueue.front();
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commandQueue.pop();
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}
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// Execute the command
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if (command) {
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command();
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}
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}
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}
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// Initialize the command queue system
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void InitializeCommandQueue() {
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if (!commandQueueThread.joinable()) {
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isCommandQueueActive.store(true);
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commandQueueThread = std::thread(CommandQueueWorker);
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}
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}
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// Shutdown the command queue system
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void ShutdownCommandQueue() {
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isCommandQueueActive.store(false);
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commandQueueCondition.notify_all();
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if (commandQueueThread.joinable()) {
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commandQueueThread.join();
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}
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}
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// Submit a command to the queue for asynchronous execution
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void SubmitCommandToQueue(std::function<void()> command) {
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{
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std::lock_guard<std::mutex> lock(commandQueueMutex);
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commandQueue.push(command);
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}
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commandQueueCondition.notify_one();
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}
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// Set the global scheduler reference for command integration
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void SetGlobalScheduler(Scheduler* scheduler) {
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globalScheduler = scheduler;
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}
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// Submit a Vulkan command to the existing Citron scheduler
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void SubmitToScheduler(std::function<void(vk::CommandBuffer)> command) {
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if (globalScheduler) {
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globalScheduler->Record(std::move(command));
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} else {
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LOG_WARNING(Render_Vulkan, "Trying to submit to scheduler but no scheduler is set");
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}
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}
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// Flush the Citron scheduler - use when needing to ensure commands are executed
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u64 FlushScheduler(VkSemaphore signal_semaphore, VkSemaphore wait_semaphore) {
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if (globalScheduler) {
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return globalScheduler->Flush(signal_semaphore, wait_semaphore);
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} else {
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LOG_WARNING(Render_Vulkan, "Trying to flush scheduler but no scheduler is set");
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return 0;
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}
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}
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// Process both command queue and scheduler commands
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void ProcessAllCommands() {
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// Process our command queue first
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{
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std::unique_lock<std::mutex> lock(commandQueueMutex);
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while (!commandQueue.empty()) {
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auto command = commandQueue.front();
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commandQueue.pop();
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lock.unlock();
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command();
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lock.lock();
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}
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}
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// Then flush the scheduler if it exists
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if (globalScheduler) {
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globalScheduler->Flush();
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}
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}
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vk::ShaderModule BuildShader(const Device& device, std::span<const u32> code) {
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return device.GetLogical().CreateShaderModule({
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.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
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@ -32,49 +152,100 @@ bool IsShaderValid(VkShaderModule shader_module) {
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return shader_module != VK_NULL_HANDLE;
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}
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// Atomic flag for tracking shader compilation status
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std::atomic<bool> compilingShader(false);
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void AsyncCompileShader(const Device& device, const std::string& shader_path,
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std::function<void(VkShaderModule)> callback) {
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LOG_INFO(Render_Vulkan, "Asynchronously compiling shader: {}", shader_path);
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// Since we can't copy Device directly, we'll load the shader synchronously instead
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// This is a simplified implementation that avoids threading complications
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try {
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// TODO: read SPIR-V from disk [ZEP]
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std::vector<u32> spir_v;
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bool success = false;
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// Create shader cache directory if it doesn't exist
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if (!std::filesystem::exists(SHADER_CACHE_DIR)) {
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std::filesystem::create_directory(SHADER_CACHE_DIR);
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}
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// Check if the file exists and attempt to read it
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if (std::filesystem::exists(shader_path)) {
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std::ifstream shader_file(shader_path, std::ios::binary);
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if (shader_file) {
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shader_file.seekg(0, std::ios::end);
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size_t file_size = static_cast<size_t>(shader_file.tellg());
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shader_file.seekg(0, std::ios::beg);
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// Use atomic flag to prevent duplicate compilations of the same shader
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if (compilingShader.exchange(true)) {
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LOG_WARNING(Render_Vulkan, "Shader compilation already in progress, skipping: {}", shader_path);
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return;
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}
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spir_v.resize(file_size / sizeof(u32));
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if (shader_file.read(reinterpret_cast<char*>(spir_v.data()), file_size)) {
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success = true;
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// Use actual threading for async compilation
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std::thread([device_ptr = &device, shader_path, callback = std::move(callback)]() mutable {
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auto startTime = std::chrono::high_resolution_clock::now();
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try {
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std::vector<u32> spir_v;
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bool success = false;
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// Check if the file exists and attempt to read it
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if (std::filesystem::exists(shader_path)) {
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std::ifstream shader_file(shader_path, std::ios::binary);
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if (shader_file) {
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shader_file.seekg(0, std::ios::end);
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size_t file_size = static_cast<size_t>(shader_file.tellg());
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shader_file.seekg(0, std::ios::beg);
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spir_v.resize(file_size / sizeof(u32));
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if (shader_file.read(reinterpret_cast<char*>(spir_v.data()), file_size)) {
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success = true;
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}
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}
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}
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}
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if (success) {
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vk::ShaderModule shader = BuildShader(device, spir_v);
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if (IsShaderValid(*shader)) {
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callback(*shader);
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return;
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if (success) {
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vk::ShaderModule shader = BuildShader(*device_ptr, spir_v);
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if (IsShaderValid(*shader)) {
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// Cache the compiled shader to disk for faster loading next time
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std::string cache_path = std::string(SHADER_CACHE_DIR) + "/" +
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std::filesystem::path(shader_path).filename().string() + ".cache";
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std::ofstream cache_file(cache_path, std::ios::binary);
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if (cache_file) {
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cache_file.write(reinterpret_cast<const char*>(spir_v.data()),
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spir_v.size() * sizeof(u32));
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}
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auto endTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> duration = endTime - startTime;
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LOG_INFO(Render_Vulkan, "Shader compiled in {:.2f} seconds: {}",
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duration.count(), shader_path);
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// Store the module pointer for the callback
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VkShaderModule raw_module = *shader;
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// Submit callback to main thread via command queue for thread safety
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SubmitCommandToQueue([callback = std::move(callback), raw_module]() {
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callback(raw_module);
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});
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} else {
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LOG_ERROR(Render_Vulkan, "Shader validation failed: {}", shader_path);
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SubmitCommandToQueue([callback = std::move(callback)]() {
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callback(VK_NULL_HANDLE);
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});
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}
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} else {
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LOG_ERROR(Render_Vulkan, "Failed to read shader file: {}", shader_path);
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SubmitCommandToQueue([callback = std::move(callback)]() {
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callback(VK_NULL_HANDLE);
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});
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}
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} catch (const std::exception& e) {
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LOG_ERROR(Render_Vulkan, "Error compiling shader: {}", e.what());
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SubmitCommandToQueue([callback = std::move(callback)]() {
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callback(VK_NULL_HANDLE);
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});
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}
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LOG_ERROR(Render_Vulkan, "Shader compilation failed: {}", shader_path);
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callback(VK_NULL_HANDLE);
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} catch (const std::exception& e) {
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LOG_ERROR(Render_Vulkan, "Error compiling shader: {}", e.what());
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callback(VK_NULL_HANDLE);
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}
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// Release the compilation flag
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compilingShader.store(false);
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}).detach();
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}
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ShaderManager::ShaderManager(const Device& device) : device(device) {}
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ShaderManager::ShaderManager(const Device& device) : device(device) {
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// Initialize command queue system
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InitializeCommandQueue();
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}
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ShaderManager::~ShaderManager() {
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// Wait for any pending compilations to finish
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@ -83,20 +254,73 @@ ShaderManager::~ShaderManager() {
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// Clean up shader modules
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std::lock_guard<std::mutex> lock(shader_mutex);
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shader_cache.clear();
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// Shutdown command queue
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ShutdownCommandQueue();
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}
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VkShaderModule ShaderManager::GetShaderModule(const std::string& shader_path) {
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std::lock_guard<std::mutex> lock(shader_mutex);
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auto it = shader_cache.find(shader_path);
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if (it != shader_cache.end()) {
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return *it->second;
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// Check in-memory cache first
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{
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std::lock_guard<std::mutex> lock(shader_mutex);
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auto it = shader_cache.find(shader_path);
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if (it != shader_cache.end()) {
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return *it->second;
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}
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}
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// Try to load the shader if it's not in the cache
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if (LoadShader(shader_path)) {
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return *shader_cache[shader_path];
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// Normalize the path to avoid filesystem issues
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std::string normalized_path = shader_path;
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std::replace(normalized_path.begin(), normalized_path.end(), '\\', '/');
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// Check if shader exists
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if (!std::filesystem::exists(normalized_path)) {
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LOG_WARNING(Render_Vulkan, "Shader file does not exist: {}", normalized_path);
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return VK_NULL_HANDLE;
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}
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// Check if shader is available in disk cache first
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const std::string filename = std::filesystem::path(normalized_path).filename().string();
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std::string cache_path = std::string(SHADER_CACHE_DIR) + "/" + filename + ".cache";
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if (std::filesystem::exists(cache_path)) {
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try {
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// Load the cached shader
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std::ifstream cache_file(cache_path, std::ios::binary);
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if (cache_file) {
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cache_file.seekg(0, std::ios::end);
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size_t file_size = static_cast<size_t>(cache_file.tellg());
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if (file_size > 0 && file_size % sizeof(u32) == 0) {
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cache_file.seekg(0, std::ios::beg);
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std::vector<u32> spir_v;
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spir_v.resize(file_size / sizeof(u32));
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if (cache_file.read(reinterpret_cast<char*>(spir_v.data()), file_size)) {
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vk::ShaderModule shader = BuildShader(device, spir_v);
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if (IsShaderValid(*shader)) {
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// Store in memory cache
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std::lock_guard<std::mutex> lock(shader_mutex);
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shader_cache[normalized_path] = std::move(shader);
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LOG_INFO(Render_Vulkan, "Loaded shader from cache: {}", normalized_path);
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return *shader_cache[normalized_path];
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}
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}
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}
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}
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} catch (const std::exception& e) {
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LOG_WARNING(Render_Vulkan, "Failed to load shader from cache: {}", e.what());
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// Continue to load from original file
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}
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}
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// Try to load the shader directly if cache load failed
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if (LoadShader(normalized_path)) {
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std::lock_guard<std::mutex> lock(shader_mutex);
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return *shader_cache[normalized_path];
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}
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LOG_ERROR(Render_Vulkan, "Failed to load shader: {}", normalized_path);
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return VK_NULL_HANDLE;
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}
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@ -116,37 +340,74 @@ void ShaderManager::ReloadShader(const std::string& shader_path) {
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bool ShaderManager::LoadShader(const std::string& shader_path) {
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LOG_INFO(Render_Vulkan, "Loading shader from: {}", shader_path);
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try {
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// TODO: read SPIR-V from disk [ZEP]
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std::vector<u32> spir_v;
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bool success = false;
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// Check if the file exists and attempt to read it
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if (std::filesystem::exists(shader_path)) {
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std::ifstream shader_file(shader_path, std::ios::binary);
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if (shader_file) {
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shader_file.seekg(0, std::ios::end);
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size_t file_size = static_cast<size_t>(shader_file.tellg());
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shader_file.seekg(0, std::ios::beg);
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spir_v.resize(file_size / sizeof(u32));
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if (shader_file.read(reinterpret_cast<char*>(spir_v.data()), file_size)) {
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success = true;
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}
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}
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}
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if (success) {
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vk::ShaderModule shader = BuildShader(device, spir_v);
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if (IsShaderValid(*shader)) {
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std::lock_guard<std::mutex> lock(shader_mutex);
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shader_cache[shader_path] = std::move(shader);
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return true;
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}
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}
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LOG_ERROR(Render_Vulkan, "Failed to load shader: {}", shader_path);
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if (!std::filesystem::exists(shader_path)) {
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LOG_ERROR(Render_Vulkan, "Shader file does not exist: {}", shader_path);
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return false;
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}
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try {
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std::vector<u32> spir_v;
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std::ifstream shader_file(shader_path, std::ios::binary);
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if (!shader_file.is_open()) {
|
||||
LOG_ERROR(Render_Vulkan, "Failed to open shader file: {}", shader_path);
|
||||
return false;
|
||||
}
|
||||
|
||||
shader_file.seekg(0, std::ios::end);
|
||||
const size_t file_size = static_cast<size_t>(shader_file.tellg());
|
||||
|
||||
if (file_size == 0 || file_size % sizeof(u32) != 0) {
|
||||
LOG_ERROR(Render_Vulkan, "Invalid shader file size ({}): {}", file_size, shader_path);
|
||||
return false;
|
||||
}
|
||||
|
||||
shader_file.seekg(0, std::ios::beg);
|
||||
spir_v.resize(file_size / sizeof(u32));
|
||||
|
||||
if (!shader_file.read(reinterpret_cast<char*>(spir_v.data()), file_size)) {
|
||||
LOG_ERROR(Render_Vulkan, "Failed to read shader data: {}", shader_path);
|
||||
return false;
|
||||
}
|
||||
|
||||
vk::ShaderModule shader = BuildShader(device, spir_v);
|
||||
if (!IsShaderValid(*shader)) {
|
||||
LOG_ERROR(Render_Vulkan, "Created shader module is invalid: {}", shader_path);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store in memory cache
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(shader_mutex);
|
||||
shader_cache[shader_path] = std::move(shader);
|
||||
}
|
||||
|
||||
// Also store in disk cache for future use
|
||||
try {
|
||||
if (!std::filesystem::exists(SHADER_CACHE_DIR)) {
|
||||
std::filesystem::create_directory(SHADER_CACHE_DIR);
|
||||
}
|
||||
|
||||
std::string cache_path = std::string(SHADER_CACHE_DIR) + "/" +
|
||||
std::filesystem::path(shader_path).filename().string() + ".cache";
|
||||
|
||||
std::ofstream cache_file(cache_path, std::ios::binary);
|
||||
if (cache_file.is_open()) {
|
||||
cache_file.write(reinterpret_cast<const char*>(spir_v.data()),
|
||||
spir_v.size() * sizeof(u32));
|
||||
|
||||
if (!cache_file) {
|
||||
LOG_WARNING(Render_Vulkan, "Failed to write shader cache: {}", cache_path);
|
||||
}
|
||||
} else {
|
||||
LOG_WARNING(Render_Vulkan, "Failed to create shader cache file: {}", cache_path);
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
LOG_WARNING(Render_Vulkan, "Error writing shader cache: {}", e.what());
|
||||
// Continue even if disk cache fails
|
||||
}
|
||||
|
||||
return true;
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(Render_Vulkan, "Error loading shader: {}", e.what());
|
||||
return false;
|
||||
|
@ -154,8 +415,99 @@ bool ShaderManager::LoadShader(const std::string& shader_path) {
|
|||
}
|
||||
|
||||
void ShaderManager::WaitForCompilation() {
|
||||
// No-op since compilation is now synchronous
|
||||
// The shader_compilation_in_progress flag isn't used anymore
|
||||
// Wait until no shader is being compiled
|
||||
while (compilingShader.load()) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(10));
|
||||
}
|
||||
|
||||
// Process any pending commands in the queue
|
||||
std::unique_lock<std::mutex> lock(commandQueueMutex);
|
||||
while (!commandQueue.empty()) {
|
||||
auto command = commandQueue.front();
|
||||
commandQueue.pop();
|
||||
lock.unlock();
|
||||
|
||||
command();
|
||||
|
||||
lock.lock();
|
||||
}
|
||||
}
|
||||
|
||||
// Integrate with Citron's scheduler for shader operations
|
||||
void ShaderManager::SetScheduler(Scheduler* scheduler) {
|
||||
SetGlobalScheduler(scheduler);
|
||||
}
|
||||
|
||||
// Load multiple shaders in parallel
|
||||
void ShaderManager::PreloadShaders(const std::vector<std::string>& shader_paths) {
|
||||
if (shader_paths.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Preloading {} shaders", shader_paths.size());
|
||||
|
||||
// Track shaders that need to be loaded
|
||||
std::unordered_set<std::string> shaders_to_load;
|
||||
|
||||
// First check which shaders are not already cached
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(shader_mutex);
|
||||
for (const auto& path : shader_paths) {
|
||||
if (shader_cache.find(path) == shader_cache.end()) {
|
||||
// Also check disk cache
|
||||
if (std::filesystem::exists(path)) {
|
||||
std::string cache_path = std::string(SHADER_CACHE_DIR) + "/" +
|
||||
std::filesystem::path(path).filename().string() + ".cache";
|
||||
if (!std::filesystem::exists(cache_path)) {
|
||||
shaders_to_load.insert(path);
|
||||
}
|
||||
} else {
|
||||
LOG_WARNING(Render_Vulkan, "Shader file not found: {}", path);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (shaders_to_load.empty()) {
|
||||
LOG_INFO(Render_Vulkan, "All shaders already cached, no preloading needed");
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Found {} shaders that need preloading", shaders_to_load.size());
|
||||
|
||||
// Use a thread pool to load shaders in parallel
|
||||
const size_t max_threads = std::min(std::thread::hardware_concurrency(),
|
||||
static_cast<unsigned>(4));
|
||||
std::vector<std::future<void>> futures;
|
||||
|
||||
for (const auto& path : shaders_to_load) {
|
||||
if (!std::filesystem::exists(path)) {
|
||||
LOG_WARNING(Render_Vulkan, "Skipping non-existent shader: {}", path);
|
||||
continue;
|
||||
}
|
||||
|
||||
auto future = std::async(std::launch::async, [this, path]() {
|
||||
try {
|
||||
this->LoadShader(path);
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(Render_Vulkan, "Error loading shader {}: {}", path, e.what());
|
||||
}
|
||||
});
|
||||
futures.push_back(std::move(future));
|
||||
|
||||
// Limit max parallel threads
|
||||
if (futures.size() >= max_threads) {
|
||||
futures.front().wait();
|
||||
futures.erase(futures.begin());
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for remaining shaders to load
|
||||
for (auto& future : futures) {
|
||||
future.wait();
|
||||
}
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Finished preloading shaders");
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
#include <mutex>
|
||||
#include <atomic>
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
|
||||
#include "common/common_types.h"
|
||||
#include "video_core/vulkan_common/vulkan_wrapper.h"
|
||||
|
@ -17,6 +18,19 @@
|
|||
namespace Vulkan {
|
||||
|
||||
class Device;
|
||||
class Scheduler;
|
||||
|
||||
// Command queue system for asynchronous operations
|
||||
void InitializeCommandQueue();
|
||||
void ShutdownCommandQueue();
|
||||
void SubmitCommandToQueue(std::function<void()> command);
|
||||
void CommandQueueWorker();
|
||||
|
||||
// Scheduler integration functions
|
||||
void SetGlobalScheduler(Scheduler* scheduler);
|
||||
void SubmitToScheduler(std::function<void(vk::CommandBuffer)> command);
|
||||
u64 FlushScheduler(VkSemaphore signal_semaphore = nullptr, VkSemaphore wait_semaphore = nullptr);
|
||||
void ProcessAllCommands();
|
||||
|
||||
vk::ShaderModule BuildShader(const Device& device, std::span<const u32> code);
|
||||
|
||||
|
@ -36,6 +50,12 @@ public:
|
|||
bool LoadShader(const std::string& shader_path);
|
||||
void WaitForCompilation();
|
||||
|
||||
// Batch process multiple shaders in parallel
|
||||
void PreloadShaders(const std::vector<std::string>& shader_paths);
|
||||
|
||||
// Integrate with Citron's scheduler
|
||||
void SetScheduler(Scheduler* scheduler);
|
||||
|
||||
private:
|
||||
const Device& device;
|
||||
std::mutex shader_mutex;
|
||||
|
|
Loading…
Reference in a new issue