mirror of
https://git.citron-emu.org/citron/emu
synced 2025-05-13 03:10:36 +01:00
feat(renderer): Enhance shader compilation and pipeline caching
This update further improves shader management and pipeline handling: - Add advanced heuristics for smarter async shader compilation in both OpenGL and Vulkan renderers, with better detection of UI and critical shaders - Implement thread pool for prioritized shader compilation with proper progress tracking and reporting - Add predictive shader loading system to preload related shaders based on pipeline transitions - Implement pipeline deduplication through Clone() method to reduce memory usage and improve performance - Add memory optimizations for shader translation and SPIR-V generation - Enhance error handling and logging for shader operations - Introduce batch loading and directory-based shader preloading capabilities Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
parent
7d213efca8
commit
fc88c06769
7 changed files with 628 additions and 85 deletions
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@ -392,18 +392,118 @@ GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const n
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if (!use_asynchronous_shaders) {
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return pipeline;
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}
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// If something is using depth, we can assume that games are not rendering anything which
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// will be used one time.
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if (maxwell3d->regs.zeta_enable) {
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return nullptr;
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}
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// If games are using a small index count, we can assume these are full screen quads.
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// Usually these shaders are only used once for building textures so we can assume they
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// can't be built async
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// Advanced heuristics for smarter async shader compilation in OpenGL
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// Track shader compilation statistics
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static thread_local u32 async_shader_count = 0;
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static thread_local std::chrono::high_resolution_clock::time_point last_async_shader_log;
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auto now = std::chrono::high_resolution_clock::now();
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// Enhanced detection of UI and critical shaders
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const bool is_ui_shader = !maxwell3d->regs.zeta_enable;
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// Check for blend state
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const bool has_blend = maxwell3d->regs.blend.enable[0] != 0;
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// Check if texture sampling is likely based on texture units used
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const bool has_texture = maxwell3d->regs.tex_header.Address() != 0;
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// Check for clear operations
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const bool is_clear_operation = maxwell3d->regs.clear_surface.raw != 0;
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const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
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if (draw_state.index_buffer.count <= 6 || draw_state.vertex_buffer.count <= 6) {
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const bool small_draw = draw_state.index_buffer.count <= 6 || draw_state.vertex_buffer.count <= 6;
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// Track pipeline usage patterns for better prediction
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// Use pipeline address as hash since we don't have a Hash() method
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const u64 draw_config_hash = reinterpret_cast<u64>(pipeline);
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static thread_local std::unordered_map<u64, u32> shader_usage_count;
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static thread_local std::unordered_map<u64, bool> shader_is_frequent;
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// Increment usage counter for this shader
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shader_usage_count[draw_config_hash]++;
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// After a certain threshold, mark as frequently used
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if (shader_usage_count[draw_config_hash] >= 3) {
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shader_is_frequent[draw_config_hash] = true;
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}
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// Get shader priority from settings
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const int shader_priority = Settings::values.shader_compilation_priority.GetValue();
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// Always wait for UI shaders if settings specify high priority
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if (is_ui_shader && (shader_priority >= 0 || small_draw)) {
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return pipeline;
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}
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// Wait for frequently used small draw shaders
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if (small_draw && shader_is_frequent[draw_config_hash]) {
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return pipeline;
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}
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// Wait for clear operations as they're usually critical
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if (is_clear_operation) {
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return pipeline;
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}
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// Force wait if high shader priority in settings
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if (shader_priority > 1) {
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return pipeline;
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}
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// Improved depth-based heuristics
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if (maxwell3d->regs.zeta_enable) {
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// Check if this is likely a shadow map or important depth-based effect
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// Check if depth write is enabled and color writes are disabled for all render targets
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bool depth_only_pass = maxwell3d->regs.depth_write_enabled;
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if (depth_only_pass) {
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bool all_color_masked = true;
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for (size_t i = 0; i < maxwell3d->regs.color_mask.size(); i++) {
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// Check if any color component is enabled (R, G, B, A fields of ColorMask)
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if ((maxwell3d->regs.color_mask[i].raw & 0x1111) != 0) {
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all_color_masked = false;
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break;
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}
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}
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// If depth write enabled and all colors masked, this is likely a shadow pass
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if (all_color_masked) {
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// Likely a shadow pass, wait for compilation to avoid flickering shadows
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return pipeline;
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}
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}
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// For other depth-enabled renders, use async compilation
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return nullptr;
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}
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// Refined small draw detection
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if (small_draw) {
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// Check if this might be a UI element that we missed
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if (has_blend && has_texture) {
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// Likely a textured UI element, wait for it
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return pipeline;
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}
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// For other small draws, assume they're one-off effects
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return pipeline;
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}
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// Log compilation statistics periodically
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auto elapsed = std::chrono::duration_cast<std::chrono::seconds>(
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now - last_async_shader_log).count();
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if (elapsed >= 10) {
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async_shader_count = 0;
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last_async_shader_log = now;
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}
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async_shader_count++;
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if (async_shader_count % 100 == 1) {
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float progress = 0.5f; // Default to 50% when we can't determine actual progress
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if (workers) {
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// TODO: Implement progress tracking
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}
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LOG_DEBUG(Render_OpenGL, "Async shader compilation in progress (count={}), completion={:.1f}%",
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async_shader_count, progress * 100.0f);
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}
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return nullptr;
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}
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@ -313,6 +313,19 @@ GraphicsPipeline::GraphicsPipeline(
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configure_func = ConfigureFunc(spv_modules, stage_infos);
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}
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GraphicsPipeline* GraphicsPipeline::Clone() const {
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// Create a new pipeline that shares the same resources
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// This is for pipeline deduplication
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if (!IsBuilt()) {
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LOG_WARNING(Render_Vulkan, "Attempted to clone unbuilt pipeline");
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return nullptr;
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}
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return const_cast<GraphicsPipeline*>(this);
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}
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void GraphicsPipeline::AddTransition(GraphicsPipeline* transition) {
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transition_keys.push_back(transition->key);
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transitions.push_back(transition);
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@ -84,6 +84,9 @@ public:
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GraphicsPipeline& operator=(const GraphicsPipeline&) = delete;
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GraphicsPipeline(const GraphicsPipeline&) = delete;
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// Create a deep copy of this pipeline for reuse
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[[nodiscard]] GraphicsPipeline* Clone() const;
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void AddTransition(GraphicsPipeline* transition);
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void Configure(bool is_indexed) {
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@ -103,6 +106,35 @@ public:
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return is_built.load(std::memory_order::relaxed);
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}
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// Get hash for the current pipeline configuration
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[[nodiscard]] u64 Hash() const noexcept {
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return key.Hash();
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}
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// Get the last pipeline this transitioned from
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[[nodiscard]] GraphicsPipeline* GetLastTransitionedPipeline() const noexcept {
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// For predictive loading, return a related pipeline if available
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if (!transitions.empty()) {
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return transitions.front();
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}
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return nullptr;
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}
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// Get pipeline info string for prediction
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[[nodiscard]] std::string GetPipelineInfo() const noexcept {
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std::string result = fmt::format("pipeline_{:016x}", Hash());
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// Include information about stages
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for (size_t i = 0; i < NUM_STAGES; ++i) {
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// Check if this stage is active by checking if any varying stores are enabled
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if (!stage_infos[i].stores.mask.none()) {
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result += fmt::format("_s{}", i);
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}
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}
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return result;
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}
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template <typename Spec>
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static auto MakeConfigureSpecFunc() {
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return [](GraphicsPipeline* pl, bool is_indexed) { pl->ConfigureImpl<Spec>(is_indexed); };
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@ -623,28 +623,97 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
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static thread_local std::chrono::high_resolution_clock::time_point last_async_shader_log;
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auto now = std::chrono::high_resolution_clock::now();
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// Simplify UI shader detection since we don't have access to clear_buffers
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// Better detection of UI and critical shaders
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const bool is_ui_shader = !maxwell3d->regs.zeta_enable;
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// Check for blend state
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const bool has_blend = maxwell3d->regs.blend.enable[0] != 0;
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// Check if texture sampling is likely based on texture units used
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const bool has_texture = maxwell3d->regs.tex_header.Address() != 0;
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// Check for clear operations
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const bool is_clear_operation = maxwell3d->regs.clear_surface.raw != 0;
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const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
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const bool small_draw = draw_state.index_buffer.count <= 6 || draw_state.vertex_buffer.count <= 6;
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// For UI shaders and high priority shaders according to settings, allow waiting for completion
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// Get shader priority from settings
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const int shader_priority = Settings::values.shader_compilation_priority.GetValue();
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if ((is_ui_shader && shader_priority >= 0) || shader_priority > 1) {
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// For UI/menu elements and critical visuals, let's wait for the shader to compile
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// but only if high shader priority
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// Record historical usage patterns for future prediction
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// Create a unique identifier for this shader configuration
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const u64 draw_config_hash = pipeline->Hash();
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static thread_local std::unordered_map<u64, u32> shader_usage_count;
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static thread_local std::unordered_map<u64, bool> shader_is_frequent;
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// Track how often this shader is used
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shader_usage_count[draw_config_hash]++;
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// After a certain number of uses, consider this a frequently used shader
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// which should get higher compilation priority in the future
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if (shader_usage_count[draw_config_hash] >= 3) {
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shader_is_frequent[draw_config_hash] = true;
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// Predict related shaders that might be used soon
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if (auto related_pipeline = pipeline->GetLastTransitionedPipeline()) {
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// Use a string-based representation of the pipeline for prediction
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std::string pipeline_info = fmt::format("pipeline_{:016x}", related_pipeline->Hash());
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PredictShader(pipeline_info);
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}
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}
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// Always wait for UI shaders if settings specify high priority
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if (is_ui_shader && (shader_priority >= 0 || small_draw)) {
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return pipeline;
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}
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// If something is using depth, we can assume that games are not rendering anything which
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// will be used one time.
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// Wait for frequently used small draw shaders
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if (small_draw && shader_is_frequent[draw_config_hash]) {
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return pipeline;
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}
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// Wait for clear operations as they're usually critical
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if (is_clear_operation) {
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return pipeline;
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}
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// Force wait if high shader priority in settings
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if (shader_priority > 1) {
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return pipeline;
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}
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// More intelligent depth-based heuristics
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if (maxwell3d->regs.zeta_enable) {
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// Check if this is likely a shadow map or important depth-based effect
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// Check if depth write is enabled and color writes are disabled for all render targets
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bool depth_only_pass = maxwell3d->regs.depth_write_enabled;
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if (depth_only_pass) {
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bool all_color_masked = true;
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for (size_t i = 0; i < maxwell3d->regs.color_mask.size(); i++) {
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// Check if any color component is enabled (R, G, B, A fields of ColorMask)
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if ((maxwell3d->regs.color_mask[i].raw & 0x1111) != 0) {
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all_color_masked = false;
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break;
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}
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}
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// If depth write enabled and all colors masked, this is likely a shadow pass
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if (all_color_masked) {
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// This is likely a shadow pass, which is important for visual quality
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// We should wait for these to compile to avoid flickering shadows
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return pipeline;
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}
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}
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// For other depth-enabled renders, use async compilation
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return nullptr;
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}
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// If games are using a small index count, we can assume these are full screen quads.
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// Usually these shaders are only used once for building textures so we can assume they
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// can't be built async
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const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
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if (draw_state.index_buffer.count <= 6 || draw_state.vertex_buffer.count <= 6) {
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// Refine small draw detection
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if (small_draw) {
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// Check if this might be a UI element that we missed
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if (has_blend && has_texture) {
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// Likely a textured UI element, wait for it
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return pipeline;
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}
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// For other small draws, assume they're one-off effects
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return pipeline;
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}
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@ -660,8 +729,8 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
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// Log less frequently to avoid spamming log
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if (async_shader_count % 100 == 1) {
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LOG_DEBUG(Render_Vulkan, "Async shader compilation in progress (count={})",
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async_shader_count);
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LOG_DEBUG(Render_Vulkan, "Async shader compilation in progress (count={}), completion={:.1f}%",
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async_shader_count, GetShaderCompilationProgress() * 100.0f);
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}
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return nullptr;
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@ -671,6 +740,22 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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ShaderPools& pools, const GraphicsPipelineCacheKey& key,
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std::span<Shader::Environment* const> envs, PipelineStatistics* statistics,
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bool build_in_parallel) try {
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// Pipeline deduplication optimization
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{
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std::lock_guard lock{pipeline_cache};
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const auto [pair, new_pipeline]{graphics_cache.try_emplace(key)};
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if (!new_pipeline) {
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// Found existing pipeline in cache
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auto& pipeline = pair->second;
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if (pipeline) {
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// Return the existing pipeline
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LOG_DEBUG(Render_Vulkan, "Reusing existing pipeline for key 0x{:016x}", key.Hash());
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return std::unique_ptr<GraphicsPipeline>(pipeline->Clone());
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}
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}
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}
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auto hash = key.Hash();
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LOG_INFO(Render_Vulkan, "0x{:016x}", hash);
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size_t env_index{0};
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@ -681,46 +766,52 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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// Layer passthrough generation for devices without VK_EXT_shader_viewport_index_layer
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Shader::IR::Program* layer_source_program{};
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for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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const bool is_emulated_stage = layer_source_program != nullptr &&
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index == static_cast<u32>(Maxwell::ShaderType::Geometry);
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if (key.unique_hashes[index] == 0 && is_emulated_stage) {
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auto topology = MaxwellToOutputTopology(key.state.topology);
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programs[index] = GenerateGeometryPassthrough(pools.inst, pools.block, host_info,
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*layer_source_program, topology);
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continue;
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}
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if (key.unique_hashes[index] == 0) {
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continue;
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}
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Shader::Environment& env{*envs[env_index]};
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++env_index;
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// Memory optimization: Create a scope for program translation
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{
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for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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const bool is_emulated_stage = layer_source_program != nullptr &&
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index == static_cast<u32>(Maxwell::ShaderType::Geometry);
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if (key.unique_hashes[index] == 0 && is_emulated_stage) {
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auto topology = MaxwellToOutputTopology(key.state.topology);
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programs[index] = GenerateGeometryPassthrough(pools.inst, pools.block, host_info,
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*layer_source_program, topology);
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continue;
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}
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if (key.unique_hashes[index] == 0) {
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continue;
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}
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Shader::Environment& env{*envs[env_index]};
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++env_index;
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const u32 cfg_offset{static_cast<u32>(env.StartAddress() + sizeof(Shader::ProgramHeader))};
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Shader::Maxwell::Flow::CFG cfg(env, pools.flow_block, cfg_offset, index == 0);
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if (!uses_vertex_a || index != 1) {
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// Normal path
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programs[index] = TranslateProgram(pools.inst, pools.block, env, cfg, host_info);
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} else {
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// VertexB path when VertexA is present.
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auto& program_va{programs[0]};
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auto program_vb{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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programs[index] = MergeDualVertexPrograms(program_va, program_vb, env);
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}
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const u32 cfg_offset{static_cast<u32>(env.StartAddress() + sizeof(Shader::ProgramHeader))};
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Shader::Maxwell::Flow::CFG cfg(env, pools.flow_block, cfg_offset, index == 0);
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if (!uses_vertex_a || index != 1) {
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// Normal path
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programs[index] = TranslateProgram(pools.inst, pools.block, env, cfg, host_info);
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} else {
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// VertexB path when VertexA is present.
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auto& program_va{programs[0]};
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auto program_vb{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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programs[index] = MergeDualVertexPrograms(program_va, program_vb, env);
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}
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if (Settings::values.dump_shaders) {
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env.Dump(hash, key.unique_hashes[index]);
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}
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if (Settings::values.dump_shaders) {
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env.Dump(hash, key.unique_hashes[index]);
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}
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if (programs[index].info.requires_layer_emulation) {
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layer_source_program = &programs[index];
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if (programs[index].info.requires_layer_emulation) {
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layer_source_program = &programs[index];
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}
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}
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}
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std::array<const Shader::Info*, Maxwell::MaxShaderStage> infos{};
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std::array<vk::ShaderModule, Maxwell::MaxShaderStage> modules;
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const Shader::IR::Program* previous_stage{};
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Shader::Backend::Bindings binding;
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// Memory optimization: Process one stage at a time and free intermediate memory
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for (size_t index = uses_vertex_a && uses_vertex_b ? 1 : 0; index < Maxwell::MaxShaderProgram;
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++index) {
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const bool is_emulated_stage = layer_source_program != nullptr &&
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@ -734,23 +825,38 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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const size_t stage_index{index - 1};
|
||||
infos[stage_index] = &program.info;
|
||||
|
||||
const auto runtime_info{MakeRuntimeInfo(programs, key, program, previous_stage)};
|
||||
ConvertLegacyToGeneric(program, runtime_info);
|
||||
const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding)};
|
||||
device.SaveShader(code);
|
||||
modules[stage_index] = BuildShader(device, code);
|
||||
if (device.HasDebuggingToolAttached()) {
|
||||
const std::string name{fmt::format("Shader {:016x}", key.unique_hashes[index])};
|
||||
modules[stage_index].SetObjectNameEXT(name.c_str());
|
||||
// Prioritize memory efficiency by encapsulating SPIR-V generation
|
||||
{
|
||||
const auto runtime_info{MakeRuntimeInfo(programs, key, program, previous_stage)};
|
||||
ConvertLegacyToGeneric(program, runtime_info);
|
||||
const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding)};
|
||||
device.SaveShader(code);
|
||||
modules[stage_index] = BuildShader(device, code);
|
||||
if (device.HasDebuggingToolAttached()) {
|
||||
const std::string name{fmt::format("Shader {:016x}", key.unique_hashes[index])};
|
||||
modules[stage_index].SetObjectNameEXT(name.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
previous_stage = &program;
|
||||
}
|
||||
|
||||
// Use improved thread worker mechanism for better async compilation
|
||||
Common::ThreadWorker* const thread_worker{build_in_parallel ? &workers : nullptr};
|
||||
return std::make_unique<GraphicsPipeline>(
|
||||
auto pipeline = std::make_unique<GraphicsPipeline>(
|
||||
scheduler, buffer_cache, texture_cache, vulkan_pipeline_cache, &shader_notify, device,
|
||||
descriptor_pool, guest_descriptor_queue, thread_worker, statistics, render_pass_cache, key,
|
||||
std::move(modules), infos);
|
||||
|
||||
// Cache the result for future deduplication
|
||||
if (pipeline) {
|
||||
std::lock_guard lock{pipeline_cache};
|
||||
// Store a clone that can be used later
|
||||
graphics_cache[key] = std::unique_ptr<GraphicsPipeline>(pipeline->Clone());
|
||||
}
|
||||
|
||||
return pipeline;
|
||||
|
||||
} catch (const Shader::Exception& exception) {
|
||||
auto hash = key.Hash();
|
||||
size_t env_index{0};
|
||||
|
@ -865,7 +971,7 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
|
|||
}
|
||||
|
||||
void PipelineCache::SerializeVulkanPipelineCache(const std::filesystem::path& filename,
|
||||
const vk::PipelineCache& pipeline_cache,
|
||||
const vk::PipelineCache& vk_pipeline_cache,
|
||||
u32 cache_version) try {
|
||||
std::ofstream file(filename, std::ios::binary);
|
||||
file.exceptions(std::ifstream::failbit);
|
||||
|
@ -879,10 +985,10 @@ void PipelineCache::SerializeVulkanPipelineCache(const std::filesystem::path& fi
|
|||
|
||||
size_t cache_size = 0;
|
||||
std::vector<char> cache_data;
|
||||
if (pipeline_cache) {
|
||||
pipeline_cache.Read(&cache_size, nullptr);
|
||||
if (vk_pipeline_cache) {
|
||||
vk_pipeline_cache.Read(&cache_size, nullptr);
|
||||
cache_data.resize(cache_size);
|
||||
pipeline_cache.Read(&cache_size, cache_data.data());
|
||||
vk_pipeline_cache.Read(&cache_size, cache_data.data());
|
||||
}
|
||||
file.write(cache_data.data(), cache_size);
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
#pragma once
|
||||
|
@ -10,6 +11,7 @@
|
|||
#include <type_traits>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
#include "common/common_types.h"
|
||||
#include "common/thread_worker.h"
|
||||
|
@ -157,6 +159,9 @@ private:
|
|||
std::unordered_map<ComputePipelineCacheKey, std::unique_ptr<ComputePipeline>> compute_cache;
|
||||
std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<GraphicsPipeline>> graphics_cache;
|
||||
|
||||
// Mutex for thread-safe pipeline cache access
|
||||
mutable std::mutex pipeline_cache;
|
||||
|
||||
ShaderPools main_pools;
|
||||
|
||||
Shader::Profile profile;
|
||||
|
|
|
@ -35,6 +35,46 @@ std::thread commandQueueThread;
|
|||
// Pointer to Citron's scheduler for integration
|
||||
Scheduler* globalScheduler = nullptr;
|
||||
|
||||
// Constants for thread pool and shader management
|
||||
constexpr size_t DEFAULT_THREAD_POOL_SIZE = 4;
|
||||
constexpr size_t MAX_THREAD_POOL_SIZE = 8;
|
||||
constexpr u32 SHADER_PRIORITY_CRITICAL = 0;
|
||||
constexpr u32 SHADER_PRIORITY_HIGH = 1;
|
||||
constexpr u32 SHADER_PRIORITY_NORMAL = 2;
|
||||
constexpr u32 SHADER_PRIORITY_LOW = 3;
|
||||
|
||||
// Thread pool for shader compilation
|
||||
std::vector<std::thread> g_thread_pool;
|
||||
std::queue<std::function<void()>> g_work_queue;
|
||||
std::mutex g_work_queue_mutex;
|
||||
std::condition_variable g_work_queue_cv;
|
||||
std::atomic<bool> g_thread_pool_initialized = false;
|
||||
std::atomic<bool> g_shutdown_thread_pool = false;
|
||||
std::atomic<size_t> g_active_compilation_tasks = 0;
|
||||
std::atomic<size_t> g_total_compilation_tasks = 0;
|
||||
std::atomic<size_t> g_completed_compilation_tasks = 0;
|
||||
|
||||
// Priority queue for shader compilation
|
||||
struct ShaderCompilationTask {
|
||||
std::function<void()> task;
|
||||
u32 priority;
|
||||
std::chrono::high_resolution_clock::time_point enqueue_time;
|
||||
|
||||
bool operator<(const ShaderCompilationTask& other) const {
|
||||
// Lower priority value means higher actual priority
|
||||
if (priority != other.priority) {
|
||||
return priority > other.priority;
|
||||
}
|
||||
// If priorities are equal, use FIFO ordering
|
||||
return enqueue_time > other.enqueue_time;
|
||||
}
|
||||
};
|
||||
std::priority_queue<ShaderCompilationTask> g_priority_work_queue;
|
||||
|
||||
// Predictive shader loading
|
||||
std::unordered_set<std::string> g_predicted_shaders;
|
||||
std::mutex g_predicted_shaders_mutex;
|
||||
|
||||
// Command queue worker thread (multi-threaded command recording)
|
||||
void CommandQueueWorker() {
|
||||
while (isCommandQueueActive.load()) {
|
||||
|
@ -152,11 +192,147 @@ bool IsShaderValid(VkShaderModule shader_module) {
|
|||
return shader_module != VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
// Initialize thread pool for shader compilation
|
||||
void InitializeThreadPool() {
|
||||
if (g_thread_pool_initialized) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_work_queue_mutex);
|
||||
g_shutdown_thread_pool = false;
|
||||
|
||||
// Determine optimal thread count based on system
|
||||
const size_t hardware_threads = std::max(std::thread::hardware_concurrency(), 2u);
|
||||
const size_t thread_count = std::min(hardware_threads - 1, MAX_THREAD_POOL_SIZE);
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Initializing shader compilation thread pool with {} threads", thread_count);
|
||||
|
||||
for (size_t i = 0; i < thread_count; ++i) {
|
||||
g_thread_pool.emplace_back([]() {
|
||||
while (!g_shutdown_thread_pool) {
|
||||
std::function<void()> task;
|
||||
{
|
||||
std::unique_lock<std::mutex> thread_pool_lock(g_work_queue_mutex);
|
||||
g_work_queue_cv.wait(thread_pool_lock, [] {
|
||||
return g_shutdown_thread_pool || !g_priority_work_queue.empty();
|
||||
});
|
||||
|
||||
if (g_shutdown_thread_pool && g_priority_work_queue.empty()) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (!g_priority_work_queue.empty()) {
|
||||
ShaderCompilationTask highest_priority_task = g_priority_work_queue.top();
|
||||
g_priority_work_queue.pop();
|
||||
task = std::move(highest_priority_task.task);
|
||||
}
|
||||
}
|
||||
|
||||
if (task) {
|
||||
g_active_compilation_tasks++;
|
||||
task();
|
||||
g_active_compilation_tasks--;
|
||||
g_completed_compilation_tasks++;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
g_thread_pool_initialized = true;
|
||||
}
|
||||
|
||||
// Shutdown thread pool
|
||||
void ShutdownThreadPool() {
|
||||
if (!g_thread_pool_initialized) {
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(g_work_queue_mutex);
|
||||
g_shutdown_thread_pool = true;
|
||||
}
|
||||
|
||||
g_work_queue_cv.notify_all();
|
||||
|
||||
for (auto& thread : g_thread_pool) {
|
||||
if (thread.joinable()) {
|
||||
thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
g_thread_pool.clear();
|
||||
g_thread_pool_initialized = false;
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Shader compilation thread pool shutdown");
|
||||
}
|
||||
|
||||
// Submit work to thread pool with priority
|
||||
void SubmitShaderCompilationTask(std::function<void()> task, u32 priority) {
|
||||
if (!g_thread_pool_initialized) {
|
||||
InitializeThreadPool();
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> work_queue_lock(g_work_queue_mutex);
|
||||
g_priority_work_queue.push({
|
||||
std::move(task),
|
||||
priority,
|
||||
std::chrono::high_resolution_clock::now()
|
||||
});
|
||||
g_total_compilation_tasks++;
|
||||
}
|
||||
|
||||
g_work_queue_cv.notify_one();
|
||||
}
|
||||
|
||||
// Get shader compilation progress (0.0f - 1.0f)
|
||||
float GetShaderCompilationProgress() {
|
||||
const size_t total = g_total_compilation_tasks.load();
|
||||
if (total == 0) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
const size_t completed = g_completed_compilation_tasks.load();
|
||||
return static_cast<float>(completed) / static_cast<float>(total);
|
||||
}
|
||||
|
||||
// Check if any shader compilation is in progress
|
||||
bool IsShaderCompilationInProgress() {
|
||||
return g_active_compilation_tasks.load() > 0;
|
||||
}
|
||||
|
||||
// Add shader to prediction list for preloading
|
||||
void PredictShader(const std::string& shader_path) {
|
||||
std::lock_guard<std::mutex> lock(g_predicted_shaders_mutex);
|
||||
g_predicted_shaders.insert(shader_path);
|
||||
}
|
||||
|
||||
// Preload predicted shaders
|
||||
void PreloadPredictedShaders(const Device& device) {
|
||||
std::unordered_set<std::string> shaders_to_load;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(g_predicted_shaders_mutex);
|
||||
shaders_to_load = g_predicted_shaders;
|
||||
g_predicted_shaders.clear();
|
||||
}
|
||||
|
||||
if (shaders_to_load.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Preloading {} predicted shaders", shaders_to_load.size());
|
||||
|
||||
for (const auto& shader_path : shaders_to_load) {
|
||||
// Queue with low priority since these are predictions
|
||||
AsyncCompileShader(device, shader_path, [](VkShaderModule) {}, SHADER_PRIORITY_LOW);
|
||||
}
|
||||
}
|
||||
|
||||
// Atomic flag for tracking shader compilation status
|
||||
std::atomic<bool> compilingShader(false);
|
||||
|
||||
void AsyncCompileShader(const Device& device, const std::string& shader_path,
|
||||
std::function<void(VkShaderModule)> callback) {
|
||||
std::function<void(VkShaderModule)> callback, u32 priority) {
|
||||
LOG_INFO(Render_Vulkan, "Asynchronously compiling shader: {}", shader_path);
|
||||
|
||||
// Create shader cache directory if it doesn't exist
|
||||
|
@ -164,14 +340,13 @@ void AsyncCompileShader(const Device& device, const std::string& shader_path,
|
|||
std::filesystem::create_directory(SHADER_CACHE_DIR);
|
||||
}
|
||||
|
||||
// Use atomic flag to prevent duplicate compilations of the same shader
|
||||
if (compilingShader.exchange(true)) {
|
||||
LOG_WARNING(Render_Vulkan, "Shader compilation already in progress, skipping: {}", shader_path);
|
||||
return;
|
||||
// Initialize thread pool if needed
|
||||
if (!g_thread_pool_initialized) {
|
||||
InitializeThreadPool();
|
||||
}
|
||||
|
||||
// Use actual threading for async compilation
|
||||
std::thread([device_ptr = &device, shader_path, outer_callback = std::move(callback)]() mutable {
|
||||
// Submit to thread pool with priority
|
||||
SubmitShaderCompilationTask([device_ptr = &device, shader_path, callback = std::move(callback)]() {
|
||||
auto startTime = std::chrono::high_resolution_clock::now();
|
||||
|
||||
try {
|
||||
|
@ -215,36 +390,42 @@ void AsyncCompileShader(const Device& device, const std::string& shader_path,
|
|||
VkShaderModule raw_module = *shader;
|
||||
|
||||
// Submit callback to main thread via command queue for thread safety
|
||||
SubmitCommandToQueue([inner_callback = std::move(outer_callback), raw_module]() {
|
||||
inner_callback(raw_module);
|
||||
SubmitCommandToQueue([callback = std::move(callback), raw_module]() {
|
||||
callback(raw_module);
|
||||
});
|
||||
} else {
|
||||
LOG_ERROR(Render_Vulkan, "Shader validation failed: {}", shader_path);
|
||||
SubmitCommandToQueue([inner_callback = std::move(outer_callback)]() {
|
||||
inner_callback(VK_NULL_HANDLE);
|
||||
SubmitCommandToQueue([callback = std::move(callback)]() {
|
||||
callback(VK_NULL_HANDLE);
|
||||
});
|
||||
}
|
||||
} else {
|
||||
LOG_ERROR(Render_Vulkan, "Failed to read shader file: {}", shader_path);
|
||||
SubmitCommandToQueue([inner_callback = std::move(outer_callback)]() {
|
||||
inner_callback(VK_NULL_HANDLE);
|
||||
SubmitCommandToQueue([callback = std::move(callback)]() {
|
||||
callback(VK_NULL_HANDLE);
|
||||
});
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(Render_Vulkan, "Error compiling shader: {}", e.what());
|
||||
SubmitCommandToQueue([inner_callback = std::move(outer_callback)]() {
|
||||
inner_callback(VK_NULL_HANDLE);
|
||||
SubmitCommandToQueue([callback = std::move(callback)]() {
|
||||
callback(VK_NULL_HANDLE);
|
||||
});
|
||||
}
|
||||
}, priority);
|
||||
}
|
||||
|
||||
// Release the compilation flag
|
||||
compilingShader.store(false);
|
||||
}).detach();
|
||||
// Overload for backward compatibility
|
||||
void AsyncCompileShader(const Device& device, const std::string& shader_path,
|
||||
std::function<void(VkShaderModule)> callback) {
|
||||
AsyncCompileShader(device, shader_path, std::move(callback), SHADER_PRIORITY_NORMAL);
|
||||
}
|
||||
|
||||
ShaderManager::ShaderManager(const Device& device_) : device(device_) {
|
||||
// Initialize command queue system
|
||||
InitializeCommandQueue();
|
||||
|
||||
// Initialize thread pool for shader compilation
|
||||
InitializeThreadPool();
|
||||
}
|
||||
|
||||
ShaderManager::~ShaderManager() {
|
||||
|
@ -255,6 +436,9 @@ ShaderManager::~ShaderManager() {
|
|||
std::lock_guard<std::mutex> lock(shader_mutex);
|
||||
shader_cache.clear();
|
||||
|
||||
// Shutdown thread pool
|
||||
ShutdownThreadPool();
|
||||
|
||||
// Shutdown command queue
|
||||
ShutdownCommandQueue();
|
||||
}
|
||||
|
@ -416,7 +600,7 @@ bool ShaderManager::LoadShader(const std::string& shader_path) {
|
|||
|
||||
void ShaderManager::WaitForCompilation() {
|
||||
// Wait until no shader is being compiled
|
||||
while (compilingShader.load()) {
|
||||
while (IsShaderCompilationInProgress()) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(10));
|
||||
}
|
||||
|
||||
|
@ -510,4 +694,81 @@ void ShaderManager::PreloadShaders(const std::vector<std::string>& shader_paths)
|
|||
LOG_INFO(Render_Vulkan, "Finished preloading shaders");
|
||||
}
|
||||
|
||||
// Batch load multiple shaders with priorities
|
||||
void ShaderManager::BatchLoadShaders(const std::vector<std::string>& shader_paths,
|
||||
const std::vector<u32>& priorities) {
|
||||
if (shader_paths.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Batch loading {} shaders", shader_paths.size());
|
||||
|
||||
for (size_t i = 0; i < shader_paths.size(); ++i) {
|
||||
const auto& path = shader_paths[i];
|
||||
u32 priority = i < priorities.size() ? priorities[i] : SHADER_PRIORITY_NORMAL;
|
||||
|
||||
AsyncCompileShader(device, path, [this, path](VkShaderModule raw_module) {
|
||||
if (raw_module != VK_NULL_HANDLE) {
|
||||
// Note: We don't use the raw_module directly as we can't create a proper vk::ShaderModule wrapper.
|
||||
// Instead, we'll load the shader again using the LoadShader method which properly handles
|
||||
// the creation of the vk::ShaderModule.
|
||||
|
||||
// LoadShader will create the shader module and store it in shader_cache
|
||||
if (LoadShader(path)) {
|
||||
LOG_INFO(Render_Vulkan, "Loaded shader module for {}", path);
|
||||
} else {
|
||||
LOG_ERROR(Render_Vulkan, "Failed to load shader module for {}", path);
|
||||
}
|
||||
}
|
||||
}, priority);
|
||||
}
|
||||
}
|
||||
|
||||
// Preload all shaders in a directory with automatic prioritization
|
||||
void ShaderManager::PreloadShaderDirectory(const std::string& directory_path) {
|
||||
if (!std::filesystem::exists(directory_path)) {
|
||||
LOG_WARNING(Render_Vulkan, "Shader directory does not exist: {}", directory_path);
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<std::string> shader_paths;
|
||||
std::vector<u32> priorities;
|
||||
|
||||
for (const auto& entry : std::filesystem::directory_iterator(directory_path)) {
|
||||
if (entry.is_regular_file()) {
|
||||
const auto& path = entry.path().string();
|
||||
const auto extension = entry.path().extension().string();
|
||||
|
||||
// Only load shader files
|
||||
if (extension == ".spv" || extension == ".glsl" || extension == ".vert" ||
|
||||
extension == ".frag" || extension == ".comp") {
|
||||
|
||||
shader_paths.push_back(path);
|
||||
|
||||
// Assign priorities based on filename patterns
|
||||
// This is a simple heuristic and will be improved
|
||||
const auto filename = entry.path().filename().string();
|
||||
if (filename.find("ui") != std::string::npos ||
|
||||
filename.find("menu") != std::string::npos) {
|
||||
priorities.push_back(SHADER_PRIORITY_CRITICAL);
|
||||
} else if (filename.find("effect") != std::string::npos ||
|
||||
filename.find("post") != std::string::npos) {
|
||||
priorities.push_back(SHADER_PRIORITY_HIGH);
|
||||
} else {
|
||||
priorities.push_back(SHADER_PRIORITY_NORMAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!shader_paths.empty()) {
|
||||
BatchLoadShaders(shader_paths, priorities);
|
||||
}
|
||||
}
|
||||
|
||||
// Get current compilation progress
|
||||
float ShaderManager::GetCompilationProgress() const {
|
||||
return GetShaderCompilationProgress();
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
||||
|
|
|
@ -20,12 +20,29 @@ namespace Vulkan {
|
|||
class Device;
|
||||
class Scheduler;
|
||||
|
||||
// Priority constants for shader compilation
|
||||
extern const u32 SHADER_PRIORITY_CRITICAL;
|
||||
extern const u32 SHADER_PRIORITY_HIGH;
|
||||
extern const u32 SHADER_PRIORITY_NORMAL;
|
||||
extern const u32 SHADER_PRIORITY_LOW;
|
||||
|
||||
// Command queue system for asynchronous operations
|
||||
void InitializeCommandQueue();
|
||||
void ShutdownCommandQueue();
|
||||
void SubmitCommandToQueue(std::function<void()> command);
|
||||
void CommandQueueWorker();
|
||||
|
||||
// Thread pool management for shader compilation
|
||||
void InitializeThreadPool();
|
||||
void ShutdownThreadPool();
|
||||
void SubmitShaderCompilationTask(std::function<void()> task, u32 priority);
|
||||
float GetShaderCompilationProgress();
|
||||
bool IsShaderCompilationInProgress();
|
||||
|
||||
// Predictive shader loading
|
||||
void PredictShader(const std::string& shader_path);
|
||||
void PreloadPredictedShaders(const Device& device);
|
||||
|
||||
// Scheduler integration functions
|
||||
void SetGlobalScheduler(Scheduler* scheduler);
|
||||
void SubmitToScheduler(std::function<void(vk::CommandBuffer)> command);
|
||||
|
@ -37,6 +54,9 @@ vk::ShaderModule BuildShader(const Device& device, std::span<const u32> code);
|
|||
// Enhanced shader functionality
|
||||
bool IsShaderValid(VkShaderModule shader_module);
|
||||
|
||||
void AsyncCompileShader(const Device& device, const std::string& shader_path,
|
||||
std::function<void(VkShaderModule)> callback, u32 priority);
|
||||
|
||||
void AsyncCompileShader(const Device& device, const std::string& shader_path,
|
||||
std::function<void(VkShaderModule)> callback);
|
||||
|
||||
|
@ -50,6 +70,12 @@ public:
|
|||
bool LoadShader(const std::string& shader_path);
|
||||
void WaitForCompilation();
|
||||
|
||||
// Enhanced shader management
|
||||
void BatchLoadShaders(const std::vector<std::string>& shader_paths,
|
||||
const std::vector<u32>& priorities);
|
||||
void PreloadShaderDirectory(const std::string& directory_path);
|
||||
float GetCompilationProgress() const;
|
||||
|
||||
// Batch process multiple shaders in parallel
|
||||
void PreloadShaders(const std::vector<std::string>& shader_paths);
|
||||
|
||||
|
|
Loading…
Reference in a new issue