Fix Shader Module Cache

As bindings weren't correctly handled due to the fact that `EmitSPIRV` would change the bindings, the shader module cache would not correctly function and have no cache hits in `find` and rather have them in `try_emplace` which negated any performance benefit of it. This has now been fixed by retaining the initial cache key for insertion into the cache while also storing the post-emit bindings and restoring them during a cache hit.
This commit is contained in:
PixelyIon 2022-04-18 12:16:54 +05:30
parent 32fe01e145
commit ddc9622b90
2 changed files with 23 additions and 9 deletions

View File

@ -235,7 +235,7 @@ namespace skyline::gpu {
#define RIH(member) boost::hash_combine(hash, state.runtimeInfo.member) #define RIH(member) boost::hash_combine(hash, state.runtimeInfo.member)
hash = XXH64(state.runtimeInfo.generic_input_types.data(), state.runtimeInfo.generic_input_types.size() * sizeof(u32), hash); hash = XXH64(state.runtimeInfo.generic_input_types.data(), state.runtimeInfo.generic_input_types.size() * sizeof(Shader::AttributeType), hash);
hash = XXH64(&state.runtimeInfo.previous_stage_stores.mask, sizeof(state.runtimeInfo.previous_stage_stores.mask), hash); hash = XXH64(&state.runtimeInfo.previous_stage_stores.mask, sizeof(state.runtimeInfo.previous_stage_stores.mask), hash);
RIH(convert_depth_mode); RIH(convert_depth_mode);
RIH(force_early_z); RIH(force_early_z);
@ -255,11 +255,18 @@ namespace skyline::gpu {
return hash; return hash;
} }
vk::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings) { ShaderManager::ShaderModule::ShaderModule(const vk::raii::Device &device, const vk::ShaderModuleCreateInfo &createInfo, Shader::Backend::Bindings bindings) : vkModule(device, createInfo), bindings(bindings) {}
auto it{shaderModuleCache.find(ShaderModuleState{program, bindings, runtimeInfo})};
if (it != shaderModuleCache.end())
return *it->second;
vk::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings) {
ShaderModuleState shaderModuleState{program, bindings, runtimeInfo};
auto it{shaderModuleCache.find(shaderModuleState)};
if (it != shaderModuleCache.end()) {
const auto &entry{it->second};
bindings = entry.bindings;
return *entry.vkModule;
}
// Note: EmitSPIRV will change bindings so we explicitly have pre/post emit bindings
auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program->program, bindings)}; auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program->program, bindings)};
vk::ShaderModuleCreateInfo createInfo{ vk::ShaderModuleCreateInfo createInfo{
@ -267,7 +274,7 @@ namespace skyline::gpu {
.codeSize = spirv.size() * sizeof(u32), .codeSize = spirv.size() * sizeof(u32),
}; };
auto shaderModule{shaderModuleCache.try_emplace(ShaderModuleState{program, bindings, runtimeInfo}, gpu.vkDevice, createInfo)}; auto shaderModule{shaderModuleCache.try_emplace(shaderModuleState, gpu.vkDevice, createInfo, bindings)};
return *shaderModule.first->second; return *(shaderModule.first->second.vkModule);
} }
} }

View File

@ -69,7 +69,7 @@ namespace skyline::gpu {
*/ */
struct ShaderModuleState { struct ShaderModuleState {
std::shared_ptr<ShaderProgram> program; std::shared_ptr<ShaderProgram> program;
Shader::Backend::Bindings bindings; Shader::Backend::Bindings bindings; //!< The bindings prior to the shader being compiled
Shader::RuntimeInfo runtimeInfo; Shader::RuntimeInfo runtimeInfo;
bool operator==(const ShaderModuleState &) const; bool operator==(const ShaderModuleState &) const;
@ -79,7 +79,14 @@ namespace skyline::gpu {
constexpr size_t operator()(const ShaderModuleState &state) const; constexpr size_t operator()(const ShaderModuleState &state) const;
}; };
std::unordered_map<ShaderModuleState, vk::raii::ShaderModule, ShaderModuleStateHash> shaderModuleCache; //!< A map from shader module state to the corresponding Vulkan shader module struct ShaderModule {
vk::raii::ShaderModule vkModule;
Shader::Backend::Bindings bindings; //!< The bindings after the shader has been compiled
ShaderModule(const vk::raii::Device& device, const vk::ShaderModuleCreateInfo& createInfo, Shader::Backend::Bindings bindings);
};
std::unordered_map<ShaderModuleState, ShaderModule, ShaderModuleStateHash> shaderModuleCache; //!< A map from shader module state to the corresponding Vulkan shader module
public: public:
ShaderManager(const DeviceState &state, GPU &gpu); ShaderManager(const DeviceState &state, GPU &gpu);