OGL: Re-implement async shader compiling

This commit is contained in:
Stenzek
2018-02-25 17:56:09 +10:00
parent dec0c3bce8
commit f9c829c7f7
16 changed files with 136 additions and 33 deletions

View File

@ -51,9 +51,10 @@ static std::unique_ptr<StreamBuffer> s_buffer;
static int num_failures = 0;
static GLuint CurrentProgram = 0;
ProgramShaderCache::PipelineProgramMap ProgramShaderCache::pipelineprograms;
std::mutex ProgramShaderCache::pipelineprogramlock;
ProgramShaderCache::PipelineProgramMap ProgramShaderCache::s_pipeline_programs;
std::mutex ProgramShaderCache::s_pipeline_program_lock;
static std::string s_glsl_header = "";
static thread_local bool s_is_shared_context = false;
static std::string GetGLSLVersionString()
{
@ -506,8 +507,8 @@ void ProgramShaderCache::Shutdown()
s_last_VAO = 0;
// All pipeline programs should have been released.
_dbg_assert_(VIDEO, pipelineprograms.empty());
pipelineprograms.clear();
_dbg_assert_(VIDEO, s_pipeline_programs.empty());
s_pipeline_programs.clear();
}
void ProgramShaderCache::CreateAttributelessVAO()
@ -548,21 +549,28 @@ void ProgramShaderCache::InvalidateLastProgram()
CurrentProgram = 0;
}
const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* vertex_shader,
const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* vertex_format,
const OGLShader* vertex_shader,
const OGLShader* geometry_shader,
const OGLShader* pixel_shader)
{
PipelineProgramKey key = {vertex_shader, geometry_shader, pixel_shader};
{
std::lock_guard<std::mutex> guard(pipelineprogramlock);
auto iter = pipelineprograms.find(key);
if (iter != pipelineprograms.end())
std::lock_guard<std::mutex> guard(s_pipeline_program_lock);
auto iter = s_pipeline_programs.find(key);
if (iter != s_pipeline_programs.end())
{
iter->second->reference_count++;
return iter->second.get();
}
}
// We temporarily change the vertex array to the pipeline's vertex format.
// This can prevent the NVIDIA OpenGL driver from recompiling on first use.
GLuint vao = vertex_format ? vertex_format->VAO : s_attributeless_VAO;
if (s_is_shared_context || vao != s_last_VAO)
glBindVertexArray(vao);
std::unique_ptr<PipelineProgram> prog = std::make_unique<PipelineProgram>();
prog->key = key;
@ -581,6 +589,11 @@ const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* v
// Link program.
prog->shader.SetProgramBindings(false);
glLinkProgram(prog->shader.glprogid);
// Restore VAO binding after linking.
if (!s_is_shared_context && vao != s_last_VAO)
glBindVertexArray(s_last_VAO);
if (!ProgramShaderCache::CheckProgramLinkResult(prog->shader.glprogid, {}, {}, {}))
{
prog->shader.Destroy();
@ -588,9 +601,9 @@ const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* v
}
// Lock to insert. A duplicate program may have been created in the meantime.
std::lock_guard<std::mutex> guard(pipelineprogramlock);
auto iter = pipelineprograms.find(key);
if (iter != pipelineprograms.end())
std::lock_guard<std::mutex> guard(s_pipeline_program_lock);
auto iter = s_pipeline_programs.find(key);
if (iter != s_pipeline_programs.end())
{
// Destroy this program, and use the one which was created first.
prog->shader.Destroy();
@ -601,19 +614,25 @@ const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* v
// Set program variables on the shader which will be returned.
// This is only needed for drivers which don't support binding layout.
prog->shader.SetProgramVariables();
auto ip = pipelineprograms.emplace(key, std::move(prog));
// If this is a shared context, ensure we sync before we return the program to
// the main thread. If we don't do this, some driver can lock up (e.g. AMD).
if (s_is_shared_context)
glFinish();
auto ip = s_pipeline_programs.emplace(key, std::move(prog));
return ip.first->second.get();
}
void ProgramShaderCache::ReleasePipelineProgram(const PipelineProgram* prog)
{
auto iter = pipelineprograms.find(prog->key);
_assert_(iter != pipelineprograms.end() && prog == iter->second.get());
auto iter = s_pipeline_programs.find(prog->key);
_assert_(iter != s_pipeline_programs.end() && prog == iter->second.get());
if (--iter->second->reference_count == 0)
{
iter->second->shader.Destroy();
pipelineprograms.erase(iter);
s_pipeline_programs.erase(iter);
}
}
@ -783,4 +802,55 @@ void ProgramShaderCache::CreateHeader()
v > GlslEs300 ? "precision highp sampler2DMS;" : "",
v >= GlslEs310 ? "precision highp image2DArray;" : "");
}
bool SharedContextAsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
{
std::unique_ptr<cInterfaceBase> context = GLInterface->CreateSharedContext();
if (!context)
{
PanicAlert("Failed to create shared context for shader compiling.");
return false;
}
*param = context.release();
return true;
}
bool SharedContextAsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
{
cInterfaceBase* context = static_cast<cInterfaceBase*>(param);
if (!context->MakeCurrent())
return false;
s_is_shared_context = true;
if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
{
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
{
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
else
{
if (GLExtensions::Version() >= 310)
{
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(65535);
}
else
{
glEnableClientState(GL_PRIMITIVE_RESTART_NV);
glPrimitiveRestartIndexNV(65535);
}
}
}
return true;
}
void SharedContextAsyncShaderCompiler::WorkerThreadExit(void* param)
{
cInterfaceBase* context = static_cast<cInterfaceBase*>(param);
context->ClearCurrent();
delete context;
}
} // namespace OGL