gl_shader_cache: Implement locker variants invalidation
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ec85648af3
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78f3e8a757
@ -225,6 +225,34 @@ std::string GetShaderId(u64 unique_identifier, ProgramType program_type) {
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return fmt::format("{}{:016X}", GetProgramTypeName(program_type), unique_identifier);
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}
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Tegra::Engines::ConstBufferEngineInterface& GetConstBufferEngineInterface(
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Core::System& system, ProgramType program_type) {
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if (program_type == ProgramType::Compute) {
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return system.GPU().KeplerCompute();
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} else {
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return system.GPU().Maxwell3D();
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}
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}
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std::unique_ptr<ConstBufferLocker> MakeLocker(Core::System& system, ProgramType program_type) {
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return std::make_unique<ConstBufferLocker>(GetEnginesShaderType(program_type),
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GetConstBufferEngineInterface(system, program_type));
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}
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void FillLocker(ConstBufferLocker& locker, const ShaderDiskCacheUsage& usage) {
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for (const auto& key : usage.keys) {
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const auto [buffer, offset] = key.first;
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locker.InsertKey(buffer, offset, key.second);
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}
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for (const auto& [offset, sampler] : usage.bound_samplers) {
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locker.InsertBoundSampler(offset, sampler);
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}
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for (const auto& [key, sampler] : usage.bindless_samplers) {
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const auto [buffer, offset] = key;
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locker.InsertBindlessSampler(buffer, offset, sampler);
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}
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}
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CachedProgram BuildShader(const Device& device, u64 unique_identifier, ProgramType program_type,
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const ProgramCode& program_code, const ProgramCode& program_code_b,
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const ProgramVariant& variant, ConstBufferLocker& locker,
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@ -336,11 +364,27 @@ CachedShader::CachedShader(const ShaderParameters& params, ProgramType program_t
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disk_cache{params.disk_cache}, device{params.device}, cpu_addr{params.cpu_addr},
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unique_identifier{params.unique_identifier}, program_type{program_type}, entries{entries},
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program_code{std::move(program_code)}, program_code_b{std::move(program_code_b)} {
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if (params.precompiled_variants) {
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for (const auto& pair : *params.precompiled_variants) {
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const auto& variant = pair->first.variant;
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programs.emplace(variant, pair->second);
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if (!params.precompiled_variants) {
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return;
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}
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for (const auto& pair : *params.precompiled_variants) {
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auto locker = MakeLocker(system, program_type);
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const auto& usage = pair->first;
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FillLocker(*locker, usage);
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std::unique_ptr<LockerVariant>* locker_variant = nullptr;
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const auto it =
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std::find_if(locker_variants.begin(), locker_variants.end(), [&](const auto& variant) {
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return variant->locker->HasEqualKeys(*locker);
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});
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if (it == locker_variants.end()) {
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locker_variant = &locker_variants.emplace_back();
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*locker_variant = std::make_unique<LockerVariant>();
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locker_variant->get()->locker = std::move(locker);
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} else {
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locker_variant = &*it;
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}
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locker_variant->get()->programs.emplace(usage.variant, pair->second);
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}
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}
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@ -380,19 +424,14 @@ Shader CachedShader::CreateFromCache(const ShaderParameters& params,
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}
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std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVariant& variant) {
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const auto [entry, is_cache_miss] = programs.try_emplace(variant);
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UpdateVariant();
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const auto [entry, is_cache_miss] = curr_variant->programs.try_emplace(variant);
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auto& program = entry->second;
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if (is_cache_miss) {
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Tegra::Engines::ConstBufferEngineInterface* engine = nullptr;
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if (program_type == ProgramType::Compute) {
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engine = &system.GPU().KeplerCompute();
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} else {
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engine = &system.GPU().Maxwell3D();
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}
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ConstBufferLocker locker(GetEnginesShaderType(program_type), *engine);
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program = BuildShader(device, unique_identifier, program_type, program_code, program_code_b,
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variant, locker);
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disk_cache.SaveUsage(GetUsage(variant, locker));
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variant, *curr_variant->locker);
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disk_cache.SaveUsage(GetUsage(variant, *curr_variant->locker));
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LabelGLObject(GL_PROGRAM, program->handle, cpu_addr);
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}
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@ -408,6 +447,25 @@ std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVar
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return {program->handle, base_bindings};
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}
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void CachedShader::UpdateVariant() {
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if (curr_variant && !curr_variant->locker->IsConsistent()) {
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curr_variant = nullptr;
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}
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if (!curr_variant) {
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for (auto& variant : locker_variants) {
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if (variant->locker->IsConsistent()) {
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curr_variant = variant.get();
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}
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}
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}
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if (!curr_variant) {
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auto& new_variant = locker_variants.emplace_back();
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new_variant = std::make_unique<LockerVariant>();
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new_variant->locker = MakeLocker(system, program_type);
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curr_variant = new_variant.get();
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}
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}
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ShaderDiskCacheUsage CachedShader::GetUsage(const ProgramVariant& variant,
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const ConstBufferLocker& locker) const {
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ShaderDiskCacheUsage usage;
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@ -475,21 +533,11 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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}
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}
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if (!shader) {
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ConstBufferLocker locker(GetEnginesShaderType(unspecialized.program_type));
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for (const auto& key : usage.keys) {
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const auto [buffer, offset] = key.first;
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locker.InsertKey(buffer, offset, key.second);
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}
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for (const auto& [offset, sampler] : usage.bound_samplers) {
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locker.InsertBoundSampler(offset, sampler);
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}
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for (const auto& [key, sampler] : usage.bindless_samplers) {
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const auto [buffer, offset] = key;
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locker.InsertBindlessSampler(buffer, offset, sampler);
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}
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auto locker{MakeLocker(system, unspecialized.program_type)};
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FillLocker(*locker, usage);
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shader = BuildShader(device, usage.unique_identifier, unspecialized.program_type,
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unspecialized.code, unspecialized.code_b, usage.variant,
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locker, true);
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*locker, true);
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}
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std::scoped_lock lock{mutex};
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@ -21,6 +21,7 @@
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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#include "video_core/shader/const_buffer_locker.h"
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#include "video_core/shader/shader_ir.h"
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namespace Core {
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@ -31,10 +32,6 @@ namespace Core::Frontend {
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class EmuWindow;
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}
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namespace VideoCommon::Shader {
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class ConstBufferLocker;
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}
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namespace OpenGL {
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class CachedShader;
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@ -92,10 +89,17 @@ public:
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std::tuple<GLuint, BaseBindings> GetProgramHandle(const ProgramVariant& variant);
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private:
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struct LockerVariant {
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std::unique_ptr<VideoCommon::Shader::ConstBufferLocker> locker;
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std::unordered_map<ProgramVariant, CachedProgram> programs;
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};
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explicit CachedShader(const ShaderParameters& params, ProgramType program_type,
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GLShader::ShaderEntries entries, ProgramCode program_code,
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ProgramCode program_code_b);
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void UpdateVariant();
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ShaderDiskCacheUsage GetUsage(const ProgramVariant& variant,
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const VideoCommon::Shader::ConstBufferLocker& locker) const;
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@ -113,7 +117,8 @@ private:
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ProgramCode program_code;
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ProgramCode program_code_b;
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std::unordered_map<ProgramVariant, CachedProgram> programs;
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LockerVariant* curr_variant = nullptr;
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std::vector<std::unique_ptr<LockerVariant>> locker_variants;
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};
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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@ -82,23 +82,27 @@ bool ConstBufferLocker::IsConsistent() const {
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return false;
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}
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return std::all_of(keys.begin(), keys.end(),
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[](const auto& key) {
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const auto [value, other_value] = key.first;
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return value == other_value;
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[this](const auto& pair) {
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const auto [cbuf, offset] = pair.first;
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const auto value = pair.second;
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return value == engine->AccessConstBuffer32(stage, cbuf, offset);
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}) &&
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std::all_of(bound_samplers.begin(), bound_samplers.end(),
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[this](const auto& sampler) {
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const auto [key, value] = sampler;
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const auto other_value = engine->AccessBoundSampler(stage, key);
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return value == other_value;
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return value == engine->AccessBoundSampler(stage, key);
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}) &&
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std::all_of(
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bindless_samplers.begin(), bindless_samplers.end(), [this](const auto& sampler) {
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const auto [cbuf, offset] = sampler.first;
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const auto value = sampler.second;
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const auto other_value = engine->AccessBindlessSampler(stage, cbuf, offset);
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return value == other_value;
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});
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std::all_of(bindless_samplers.begin(), bindless_samplers.end(),
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[this](const auto& sampler) {
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const auto [cbuf, offset] = sampler.first;
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const auto value = sampler.second;
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return value == engine->AccessBindlessSampler(stage, cbuf, offset);
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});
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}
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bool ConstBufferLocker::HasEqualKeys(const ConstBufferLocker& rhs) const {
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return keys == rhs.keys && bound_samplers == rhs.bound_samplers &&
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bindless_samplers == rhs.bindless_samplers;
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}
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} // namespace VideoCommon::Shader
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@ -44,6 +44,9 @@ public:
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/// the same value, false otherwise;
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bool IsConsistent() const;
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/// Returns true if the keys are equal to the other ones in the locker.
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bool HasEqualKeys(const ConstBufferLocker& rhs) const;
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/// Gives an getter to the const buffer keys in the database.
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const KeyMap& GetKeys() const {
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return keys;
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