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https://github.com/skyline-emu/skyline.git
synced 2024-11-04 23:55:08 +01:00
Implement Shader Module Cache
Implements caching of the compiled shader module (`VkShaderModule`) in an associative map based on the supplied IR, bindings and runtime state to avoid constant recompilation of shaders. This doesn't entirely address shader compilation as an issue since host shader compilation is tied to Vulkan pipeline objects rather than Vulkan shader modules, they need to be cached to prevent costly host shader recompilation.
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@ -657,7 +657,7 @@ namespace skyline::gpu::interconnect {
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struct KeyHash {
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size_t operator()(const Key &entry) const noexcept {
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size_t seed = 0;
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size_t seed{};
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boost::hash_combine(seed, entry.size);
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boost::hash_combine(seed, entry.iova);
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@ -784,7 +784,7 @@ namespace skyline::gpu::interconnect {
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bool needsRecompile{}; //!< If the shader needs to be recompiled as runtime information has changed
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ShaderCompiler::VaryingState previousStageStores{};
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u32 bindingBase{}, bindingLast{}; //!< The base and last binding for descriptors bound to this stage
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std::shared_ptr<vk::raii::ShaderModule> vkModule;
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vk::ShaderModule vkModule;
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std::array<ConstantBuffer, maxwell3d::PipelineStageConstantBufferCount> constantBuffers{};
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@ -828,7 +828,7 @@ namespace skyline::gpu::interconnect {
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* @note The `descriptorSetWrite` will have a null `dstSet` which needs to be assigned prior to usage
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*/
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struct ShaderProgramState {
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boost::container::static_vector<std::shared_ptr<vk::raii::ShaderModule>, maxwell3d::PipelineStageCount> shaderModules; //!< Shader modules for every pipeline stage
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boost::container::static_vector<vk::ShaderModule, maxwell3d::PipelineStageCount> shaderModules; //!< Shader modules for every pipeline stage
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boost::container::static_vector<vk::PipelineShaderStageCreateInfo, maxwell3d::PipelineStageCount> shaderStages; //!< Shader modules for every pipeline stage
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vk::raii::DescriptorSetLayout descriptorSetLayout; //!< The descriptor set layout for the pipeline (Only valid when `activeShaderStagesInfoCount` is non-zero)
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@ -986,7 +986,7 @@ namespace skyline::gpu::interconnect {
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ShaderCompiler::Backend::Bindings bindings{};
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size_t bufferIndex{}, imageIndex{};
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boost::container::static_vector<std::shared_ptr<vk::raii::ShaderModule>, maxwell3d::PipelineStageCount> shaderModules;
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boost::container::static_vector<vk::ShaderModule, maxwell3d::PipelineStageCount> shaderModules;
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boost::container::static_vector<vk::PipelineShaderStageCreateInfo, maxwell3d::PipelineStageCount> shaderStages;
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for (auto &pipelineStage : pipelineStages) {
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if (!pipelineStage.enabled)
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@ -995,7 +995,7 @@ namespace skyline::gpu::interconnect {
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if (pipelineStage.needsRecompile || bindings.unified != pipelineStage.bindingBase || pipelineStage.previousStageStores.mask != runtimeInfo.previous_stage_stores.mask) {
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pipelineStage.previousStageStores = runtimeInfo.previous_stage_stores;
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pipelineStage.bindingBase = bindings.unified;
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pipelineStage.vkModule = std::make_shared<vk::raii::ShaderModule>(gpu.shader.CompileShader(runtimeInfo, pipelineStage.program, bindings));
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pipelineStage.vkModule = gpu.shader.CompileShader(runtimeInfo, pipelineStage.program, bindings);
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pipelineStage.bindingLast = bindings.unified;
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}
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@ -1128,7 +1128,7 @@ namespace skyline::gpu::interconnect {
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shaderModules.emplace_back(pipelineStage.vkModule);
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shaderStages.emplace_back(vk::PipelineShaderStageCreateInfo{
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.stage = pipelineStage.vkStage,
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.module = **pipelineStage.vkModule,
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.module = pipelineStage.vkModule,
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.pName = "main",
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});
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}
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@ -197,14 +197,77 @@ namespace skyline::gpu {
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return program;
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}
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vk::raii::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings) {
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bool ShaderManager::ShaderModuleState::operator==(const ShaderModuleState &other) const {
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if (program != other.program)
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return false;
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if (bindings.unified != other.bindings.unified || bindings.uniform_buffer != other.bindings.uniform_buffer || bindings.storage_buffer != other.bindings.storage_buffer || bindings.texture != other.bindings.texture || bindings.image != other.bindings.image || bindings.texture_scaling_index != other.bindings.texture_scaling_index || bindings.image_scaling_index != other.bindings.image_scaling_index)
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return false;
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static_assert(sizeof(Shader::Backend::Bindings) == 0x1C);
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if (!std::equal(runtimeInfo.generic_input_types.begin(), runtimeInfo.generic_input_types.end(), other.runtimeInfo.generic_input_types.begin()))
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return false;
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#define NEQ(member) runtimeInfo.member != other.runtimeInfo.member
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if (NEQ(previous_stage_stores.mask) || NEQ(convert_depth_mode) || NEQ(force_early_z) || NEQ(tess_primitive) || NEQ(tess_spacing) || NEQ(tess_clockwise) || NEQ(input_topology) || NEQ(fixed_state_point_size) || NEQ(alpha_test_func) || NEQ(alpha_test_reference) || NEQ(y_negate) || NEQ(glasm_use_storage_buffers))
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return false;
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#undef NEQ
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if (!std::equal(runtimeInfo.xfb_varyings.begin(), runtimeInfo.xfb_varyings.end(), other.runtimeInfo.xfb_varyings.begin(), [](const Shader::TransformFeedbackVarying &a, const Shader::TransformFeedbackVarying &b) {
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return a.buffer == b.buffer && a.stride == b.stride && a.offset == b.offset && a.components == b.components;
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}))
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return false;
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static_assert(sizeof(Shader::RuntimeInfo) == 0x88);
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return true;
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}
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constexpr size_t ShaderManager::ShaderModuleStateHash::operator()(const ShaderManager::ShaderModuleState &state) const {
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size_t hash{};
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boost::hash_combine(hash, state.program);
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hash = XXH64(&state.bindings, sizeof(Shader::Backend::Bindings), hash);
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#define RIH(member) boost::hash_combine(hash, state.runtimeInfo.member)
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hash = XXH64(state.runtimeInfo.generic_input_types.data(), state.runtimeInfo.generic_input_types.size() * sizeof(u32), hash);
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hash = XXH64(&state.runtimeInfo.previous_stage_stores.mask, sizeof(state.runtimeInfo.previous_stage_stores.mask), hash);
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RIH(convert_depth_mode);
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RIH(force_early_z);
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RIH(tess_primitive);
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RIH(tess_spacing);
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RIH(tess_clockwise);
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RIH(input_topology);
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RIH(fixed_state_point_size.value_or(NAN));
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RIH(alpha_test_func.value_or(Shader::CompareFunction::Never));
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RIH(alpha_test_reference);
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RIH(glasm_use_storage_buffers);
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hash = XXH64(state.runtimeInfo.xfb_varyings.data(), state.runtimeInfo.xfb_varyings.size() * sizeof(Shader::TransformFeedbackVarying), hash);
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static_assert(sizeof(Shader::RuntimeInfo) == 0x88);
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#undef RIH
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return hash;
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}
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vk::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings) {
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auto it{shaderModuleCache.find(ShaderModuleState{program, bindings, runtimeInfo})};
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if (it != shaderModuleCache.end())
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return *it->second;
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auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program->program, bindings)};
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vk::ShaderModuleCreateInfo createInfo{
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.pCode = spirv.data(),
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.codeSize = spirv.size() * sizeof(u32),
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};
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vk::raii::ShaderModule shaderModule(gpu.vkDevice, createInfo);
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return shaderModule;
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auto shaderModule{shaderModuleCache.try_emplace(ShaderModuleState{program, bindings, runtimeInfo}, gpu.vkDevice, createInfo)};
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return *shaderModule.first->second;
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}
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}
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@ -64,6 +64,23 @@ namespace skyline::gpu {
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std::unordered_map<DualVertexPrograms, std::shared_ptr<DualVertexShaderProgram>, DualVertexProgramsHash> dualProgramCache; //!< A map from Vertex A and Vertex B shader programs to the corresponding dual vertex shader program
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/**
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* @brief All unique state that is required to compile a shader program, this is used as the key for the associative compiled shader program cache
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*/
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struct ShaderModuleState {
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std::shared_ptr<ShaderProgram> program;
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Shader::Backend::Bindings bindings;
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Shader::RuntimeInfo runtimeInfo;
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bool operator==(const ShaderModuleState &) const;
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};
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struct ShaderModuleStateHash {
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constexpr size_t operator()(const ShaderModuleState &state) const;
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};
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std::unordered_map<ShaderModuleState, vk::raii::ShaderModule, ShaderModuleStateHash> shaderModuleCache; //!< A map from shader module state to the corresponding Vulkan shader module
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public:
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ShaderManager(const DeviceState &state, GPU &gpu);
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@ -75,6 +92,6 @@ namespace skyline::gpu {
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*/
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std::shared_ptr<ShaderManager::ShaderProgram> CombineVertexShaders(const std::shared_ptr<ShaderProgram> &vertexA, const std::shared_ptr<ShaderProgram> &vertexB, span<u8> vertexBBinary);
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vk::raii::ShaderModule CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings);
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vk::ShaderModule CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings);
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};
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}
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