Merge pull request #9414 from DevJPM/master

Fix CPU Core Count detection and Enable Parallel Shader Compilation
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JMC47 2022-01-04 10:15:12 -05:00 committed by GitHub
commit 9a914d33d5
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6 changed files with 53 additions and 34 deletions

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@ -26,7 +26,6 @@ struct CPUInfo
bool HTT = false; bool HTT = false;
int num_cores = 0; int num_cores = 0;
int logical_cpu_count = 0;
bool bSSE = false; bool bSSE = false;
bool bSSE2 = false; bool bSSE2 = false;

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@ -5,6 +5,7 @@
#include <cstring> #include <cstring>
#include <string> #include <string>
#include <thread>
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
#include "Common/Intrinsics.h" #include "Common/Intrinsics.h"
@ -107,7 +108,6 @@ void CPUInfo::Detect()
// Detect family and other misc stuff. // Detect family and other misc stuff.
bool ht = false; bool ht = false;
HTT = ht; HTT = ht;
logical_cpu_count = 1;
if (max_std_fn >= 1) if (max_std_fn >= 1)
{ {
__cpuid(cpu_id, 0x00000001); __cpuid(cpu_id, 0x00000001);
@ -121,9 +121,13 @@ void CPUInfo::Detect()
// Detect AMD Zen1, Zen1+ and Zen2 // Detect AMD Zen1, Zen1+ and Zen2
if (family == 23) if (family == 23)
bZen1p2 = true; bZen1p2 = true;
logical_cpu_count = (cpu_id[1] >> 16) & 0xFF;
ht = (cpu_id[3] >> 28) & 1; ht = (cpu_id[3] >> 28) & 1;
// AMD CPUs before Zen faked this flag and didn't actually
// implement simultaneous multithreading (SMT; Intel calls it HTT)
// but rather some weird middle-ground between 1-2 cores
HTT = ht && (vendor == CPUVendor::Intel || family >= 23);
if ((cpu_id[3] >> 25) & 1) if ((cpu_id[3] >> 25) & 1)
bSSE = true; bSSE = true;
if ((cpu_id[3] >> 26) & 1) if ((cpu_id[3] >> 26) & 1)
@ -201,35 +205,10 @@ void CPUInfo::Detect()
bLongMode = true; bLongMode = true;
} }
num_cores = (logical_cpu_count == 0) ? 1 : logical_cpu_count; // this should be much more reliable and easier
// than trying to get the number of cores out of the CPUID data
if (max_ex_fn >= 0x80000008) // ourselves
{ num_cores = std::max(std::thread::hardware_concurrency(), 1u);
// Get number of cores. This is a bit complicated. Following AMD manual here.
__cpuid(cpu_id, 0x80000008);
int apic_id_core_id_size = (cpu_id[2] >> 12) & 0xF;
if (apic_id_core_id_size == 0)
{
if (ht)
{
// New mechanism for modern Intel CPUs.
if (vendor == CPUVendor::Intel)
{
__cpuidex(cpu_id, 0x00000004, 0x00000000);
int cores_x_package = ((cpu_id[0] >> 26) & 0x3F) + 1;
HTT = (cores_x_package < logical_cpu_count);
cores_x_package = ((logical_cpu_count % cores_x_package) == 0) ? cores_x_package : 1;
num_cores = (cores_x_package > 1) ? cores_x_package : num_cores;
logical_cpu_count /= cores_x_package;
}
}
}
else
{
// Use AMD's new method.
num_cores = (cpu_id[2] & 0xFF) + 1;
}
}
} }
// Turn the CPU info into a string we can show // Turn the CPU info into a string we can show

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@ -86,7 +86,7 @@ const Info<ShaderCompilationMode> GFX_SHADER_COMPILATION_MODE{
{System::GFX, "Settings", "ShaderCompilationMode"}, ShaderCompilationMode::Synchronous}; {System::GFX, "Settings", "ShaderCompilationMode"}, ShaderCompilationMode::Synchronous};
const Info<int> GFX_SHADER_COMPILER_THREADS{{System::GFX, "Settings", "ShaderCompilerThreads"}, 1}; const Info<int> GFX_SHADER_COMPILER_THREADS{{System::GFX, "Settings", "ShaderCompilerThreads"}, 1};
const Info<int> GFX_SHADER_PRECOMPILER_THREADS{ const Info<int> GFX_SHADER_PRECOMPILER_THREADS{
{System::GFX, "Settings", "ShaderPrecompilerThreads"}, 1}; {System::GFX, "Settings", "ShaderPrecompilerThreads"}, -1};
const Info<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE{ const Info<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE{
{System::GFX, "Settings", "SaveTextureCacheToState"}, true}; {System::GFX, "Settings", "SaveTextureCacheToState"}, true};

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@ -132,6 +132,21 @@ constexpr BugInfo m_known_bugs[] = {
-1.0, -1.0, true}, -1.0, -1.0, true},
{API_VULKAN, OS_OSX, VENDOR_ATI, DRIVER_PORTABILITY, Family::UNKNOWN, {API_VULKAN, OS_OSX, VENDOR_ATI, DRIVER_PORTABILITY, Family::UNKNOWN,
BUG_BROKEN_SUBGROUP_INVOCATION_ID, -1.0, -1.0, true}, BUG_BROKEN_SUBGROUP_INVOCATION_ID, -1.0, -1.0, true},
// Default cases for broken MT precompilation
// Default cases get replaced by known-good places during init
{API_OPENGL, OS_ALL, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, true},
{API_VULKAN, OS_ALL, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, true},
// known good cases for broken MT precompilation
{API_OPENGL, OS_OSX, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
{API_VULKAN, OS_OSX, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
{API_OPENGL, OS_WINDOWS, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
{API_VULKAN, OS_WINDOWS, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
}; };
static std::map<Bug, BugInfo> m_bugs; static std::map<Bug, BugInfo> m_bugs;

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@ -314,6 +314,14 @@ enum Bug
// Started version: -1 // Started version: -1
// Ended version: -1 // Ended version: -1
BUG_BROKEN_SUBGROUP_INVOCATION_ID, BUG_BROKEN_SUBGROUP_INVOCATION_ID,
// BUG: Multi-threaded shader pre-compilation sometimes crashes
// Used primarily in Videoconfig.cpp's GetNumAutoShaderPreCompilerThreads()
// refer to https://github.com/dolphin-emu/dolphin/pull/9414 for initial validation coverage
// All untested platforms will report as having this bug as to avoid crashes
// Note that things should highly likely work out fine on D3D
// so we didn't extend the Bug API to also support D3D
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION
}; };
// Initializes our internal vendor, device family, and driver version // Initializes our internal vendor, device family, and driver version

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@ -12,6 +12,7 @@
#include "Core/ConfigManager.h" #include "Core/ConfigManager.h"
#include "Core/Core.h" #include "Core/Core.h"
#include "Core/Movie.h" #include "Core/Movie.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoCommon.h"
@ -177,6 +178,14 @@ static u32 GetNumAutoShaderCompilerThreads()
return static_cast<u32>(std::min(std::max(cpu_info.num_cores - 3, 1), 4)); return static_cast<u32>(std::min(std::max(cpu_info.num_cores - 3, 1), 4));
} }
static u32 GetNumAutoShaderPreCompilerThreads()
{
// Automatic number. We use clamp(cpus - 2, 1, infty) here.
// We chose this because we don't want to limit our speed-up
// and at the same time leave two logical cores for the dolphin UI and the rest of the OS.
return static_cast<u32>(std::max(cpu_info.num_cores - 2, 1));
}
u32 VideoConfig::GetShaderCompilerThreads() const u32 VideoConfig::GetShaderCompilerThreads() const
{ {
if (!backend_info.bSupportsBackgroundCompiling) if (!backend_info.bSupportsBackgroundCompiling)
@ -197,8 +206,17 @@ u32 VideoConfig::GetShaderPrecompilerThreads() const
if (!backend_info.bSupportsBackgroundCompiling) if (!backend_info.bSupportsBackgroundCompiling)
return 0; return 0;
const bool bugDatabaseSupported =
backend_info.api_type == APIType::OpenGL || backend_info.api_type == APIType::Vulkan;
// DirectX has always worked in our tests in PR#9414
const bool multiThreadingWorking =
!bugDatabaseSupported ||
!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION);
if (iShaderPrecompilerThreads >= 0) if (iShaderPrecompilerThreads >= 0)
return static_cast<u32>(iShaderPrecompilerThreads); return static_cast<u32>(iShaderPrecompilerThreads);
else if (multiThreadingWorking)
return GetNumAutoShaderPreCompilerThreads();
else else
return GetNumAutoShaderCompilerThreads(); return 1;
} }