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Populate graphics pipeline manager from cache at launch-time
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@ -849,5 +849,37 @@ namespace skyline::gpu::interconnect::maxwell3d {
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.descriptorSetIndex = 0,
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});
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}
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PipelineManager::PipelineManager(GPU &gpu) {
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std::ifstream stream{gpu.graphicsPipelineCacheManager->OpenReadStream()};
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i64 lastKnownGoodOffset{stream.tellg()};
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try {
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auto startTime{util::GetTimeNs()};
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PipelineStateBundle bundle;
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while (bundle.Deserialise(stream)) {
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lastKnownGoodOffset = stream.tellg();
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auto accessor{FilePipelineStateAccessor{bundle}};
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map.emplace(bundle.GetKey<PackedPipelineState>(), std::make_unique<Pipeline>(gpu, accessor, bundle.GetKey<PackedPipelineState>()));
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}
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Logger::Info("Loaded {} graphics pipelines in {}ms", map.size(), (util::GetTimeNs() - startTime) / constant::NsInMillisecond);
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} catch (const exception &e) {
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Logger::Warn("Pipeline cache corrupted at: 0x{:X}, error: {}", lastKnownGoodOffset, e.what());
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gpu.graphicsPipelineCacheManager->InvalidateAllAfter(static_cast<u64>(lastKnownGoodOffset));
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return;
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}
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}
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Pipeline *PipelineManager::FindOrCreate(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries) {
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auto it{map.find(packedState)};
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if (it != map.end())
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return it->second.get();
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auto bundle{std::make_unique<PipelineStateBundle>()};
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bundle->Reset(packedState);
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auto accessor{RuntimeGraphicsPipelineStateAccessor{std::move(bundle), ctx, textures, constantBuffers, shaderBinaries}};
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return map.emplace(packedState, std::make_unique<Pipeline>(ctx.gpu, accessor, packedState)).first->second.get();
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}
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}
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@ -129,18 +129,11 @@ namespace skyline::gpu::interconnect::maxwell3d {
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*/
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class PipelineManager {
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private:
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PipelineStateBundle bundle;
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tsl::robin_map<PackedPipelineState, std::unique_ptr<Pipeline>, PackedPipelineStateHash> map;
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public:
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Pipeline *FindOrCreate(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries) {
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auto it{map.find(packedState)};
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if (it != map.end())
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return it->second.get();
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PipelineManager(GPU &gpu);
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bundle.Reset(packedState);
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auto accessor{RuntimeGraphicsPipelineStateAccessor{bundle, ctx, textures, constantBuffers, shaderBinaries}};
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return map.emplace(packedState, std::make_unique<Pipeline>(ctx, accessor, packedState)).first->second.get();
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}
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Pipeline *FindOrCreate(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries);
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};
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}
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