VideoCommon: Add AsyncShaderCompiler class implementation

This commit is contained in:
Stenzek 2017-06-19 14:17:18 +10:00
parent 5bad2ee4a4
commit 0a9574eaa1
5 changed files with 308 additions and 1 deletions

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@ -0,0 +1,215 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/AsyncShaderCompiler.h"
#include <thread>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
namespace VideoCommon
{
AsyncShaderCompiler::AsyncShaderCompiler()
{
}
AsyncShaderCompiler::~AsyncShaderCompiler()
{
// Pending work can be left at shutdown.
// The work item classes are expected to clean up after themselves.
_assert_(!HasWorkerThreads());
_assert_(m_completed_work.empty());
}
void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item)
{
// If no worker threads are available, compile synchronously.
if (!HasWorkerThreads())
{
item->Compile();
m_completed_work.push_back(std::move(item));
}
else
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
m_pending_work.push_back(std::move(item));
m_worker_thread_wake.notify_one();
}
}
void AsyncShaderCompiler::RetrieveWorkItems()
{
std::deque<WorkItemPtr> completed_work;
{
std::lock_guard<std::mutex> guard(m_completed_work_lock);
m_completed_work.swap(completed_work);
}
while (!completed_work.empty())
{
completed_work.front()->Retrieve();
completed_work.pop_front();
}
}
bool AsyncShaderCompiler::HasPendingWork()
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
return !m_pending_work.empty() || m_busy_workers.load() != 0;
}
void AsyncShaderCompiler::WaitUntilCompletion()
{
while (HasPendingWork())
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
void AsyncShaderCompiler::WaitUntilCompletion(
const std::function<void(size_t, size_t)>& progress_callback)
{
if (!HasPendingWork())
return;
// Wait a second before opening a progress dialog.
// This way, if the operation completes quickly, we don't annoy the user.
constexpr u32 CHECK_INTERVAL_MS = 50;
constexpr auto CHECK_INTERVAL = std::chrono::milliseconds(CHECK_INTERVAL_MS);
for (u32 i = 0; i < (1000 / CHECK_INTERVAL_MS); i++)
{
std::this_thread::sleep_for(std::chrono::milliseconds(CHECK_INTERVAL));
if (!HasPendingWork())
return;
}
// Grab the number of pending items. We use this to work out how many are left.
size_t total_items = 0;
{
// Safe to hold both locks here, since nowhere else does.
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
total_items = m_completed_work.size() + m_pending_work.size() + m_busy_workers.load() + 1;
}
// Update progress while the compiles complete.
for (;;)
{
size_t remaining_items;
{
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
if (m_pending_work.empty() && !m_busy_workers.load())
break;
remaining_items = m_pending_work.size();
}
progress_callback(total_items - remaining_items, total_items);
std::this_thread::sleep_for(CHECK_INTERVAL);
}
}
void AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads)
{
for (u32 i = 0; i < num_worker_threads; i++)
{
void* thread_param = nullptr;
if (!WorkerThreadInitMainThread(&thread_param))
{
WARN_LOG(VIDEO, "Failed to initialize shader compiler worker thread.");
break;
}
m_worker_thread_start_result.store(false);
std::thread thr(&AsyncShaderCompiler::WorkerThreadEntryPoint, this, thread_param);
m_init_event.Wait();
if (!m_worker_thread_start_result.load())
{
WARN_LOG(VIDEO, "Failed to start shader compiler worker thread.");
thr.join();
break;
}
m_worker_threads.push_back(std::move(thr));
}
}
bool AsyncShaderCompiler::HasWorkerThreads() const
{
return !m_worker_threads.empty();
}
void AsyncShaderCompiler::StopWorkerThreads()
{
// Signal worker threads to stop, and wake all of them.
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
m_exit_flag.Set();
m_worker_thread_wake.notify_all();
}
// Wait for worker threads to exit.
for (std::thread& thr : m_worker_threads)
thr.join();
m_worker_threads.clear();
}
bool AsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
{
return true;
}
bool AsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
{
return true;
}
void AsyncShaderCompiler::WorkerThreadExit(void* param)
{
}
void AsyncShaderCompiler::WorkerThreadEntryPoint(void* param)
{
// Initialize worker thread with backend-specific method.
if (!WorkerThreadInitWorkerThread(param))
{
WARN_LOG(VIDEO, "Failed to initialize shader compiler worker.");
m_worker_thread_start_result.store(false);
m_init_event.Set();
return;
}
m_worker_thread_start_result.store(true);
m_init_event.Set();
WorkerThreadRun();
WorkerThreadExit(param);
}
void AsyncShaderCompiler::WorkerThreadRun()
{
std::unique_lock<std::mutex> pending_lock(m_pending_work_lock);
while (!m_exit_flag.IsSet())
{
m_worker_thread_wake.wait(pending_lock);
while (!m_pending_work.empty() && !m_exit_flag.IsSet())
{
m_busy_workers++;
WorkItemPtr item(std::move(m_pending_work.front()));
m_pending_work.pop_front();
pending_lock.unlock();
if (item->Compile())
{
std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
m_completed_work.push_back(std::move(item));
}
pending_lock.lock();
m_busy_workers--;
}
}
}
} // namespace VideoCommon

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <condition_variable>
#include <deque>
#include <functional>
#include <memory>
#include <mutex>
#include <thread>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/Flag.h"
namespace VideoCommon
{
class AsyncShaderCompiler
{
public:
class WorkItem
{
public:
virtual ~WorkItem() = default;
virtual bool Compile() = 0;
virtual void Retrieve() = 0;
};
using WorkItemPtr = std::unique_ptr<WorkItem>;
AsyncShaderCompiler();
virtual ~AsyncShaderCompiler();
template <typename T, typename... Params>
static WorkItemPtr CreateWorkItem(Params... params)
{
return std::unique_ptr<WorkItem>(new T(params...));
}
void QueueWorkItem(WorkItemPtr item);
void RetrieveWorkItems();
bool HasPendingWork();
// Simpler version without progress updates.
void WaitUntilCompletion();
// Calls progress_callback periodically, with completed_items, and total_items.
void WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
// Needed because of calling virtual methods in shutdown procedure.
void StartWorkerThreads(u32 num_worker_threads);
bool HasWorkerThreads() const;
void StopWorkerThreads();
protected:
virtual bool WorkerThreadInitMainThread(void** param);
virtual bool WorkerThreadInitWorkerThread(void* param);
virtual void WorkerThreadExit(void* param);
private:
void WorkerThreadEntryPoint(void* param);
void WorkerThreadRun();
Common::Flag m_exit_flag;
Common::Event m_init_event;
std::vector<std::thread> m_worker_threads;
std::atomic_bool m_worker_thread_start_result{false};
std::deque<WorkItemPtr> m_pending_work;
std::mutex m_pending_work_lock;
std::condition_variable m_worker_thread_wake;
std::atomic_size_t m_busy_workers{0};
std::deque<WorkItemPtr> m_completed_work;
std::mutex m_completed_work_lock;
};
} // namespace VideoCommon

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@ -1,6 +1,7 @@
set(SRCS set(SRCS
AbstractTexture.cpp AbstractTexture.cpp
AsyncRequests.cpp AsyncRequests.cpp
AsyncShaderCompiler.cpp
BoundingBox.cpp BoundingBox.cpp
BPFunctions.cpp BPFunctions.cpp
BPMemory.cpp BPMemory.cpp

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@ -38,6 +38,7 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="AbstractTexture.cpp" /> <ClCompile Include="AbstractTexture.cpp" />
<ClCompile Include="AsyncRequests.cpp" /> <ClCompile Include="AsyncRequests.cpp" />
<ClCompile Include="AsyncShaderCompiler.cpp" />
<ClCompile Include="AVIDump.cpp" /> <ClCompile Include="AVIDump.cpp" />
<ClCompile Include="BoundingBox.cpp" /> <ClCompile Include="BoundingBox.cpp" />
<ClCompile Include="BPFunctions.cpp" /> <ClCompile Include="BPFunctions.cpp" />
@ -94,6 +95,7 @@
<ItemGroup> <ItemGroup>
<ClInclude Include="AbstractTexture.h" /> <ClInclude Include="AbstractTexture.h" />
<ClInclude Include="AsyncRequests.h" /> <ClInclude Include="AsyncRequests.h" />
<ClInclude Include="AsyncShaderCompiler.h" />
<ClInclude Include="AVIDump.h" /> <ClInclude Include="AVIDump.h" />
<ClInclude Include="BoundingBox.h" /> <ClInclude Include="BoundingBox.h" />
<ClInclude Include="BPFunctions.h" /> <ClInclude Include="BPFunctions.h" />

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@ -176,6 +176,9 @@
<ClCompile Include="ShaderGenCommon.cpp"> <ClCompile Include="ShaderGenCommon.cpp">
<Filter>Shader Generators</Filter> <Filter>Shader Generators</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="AsyncShaderCompiler.cpp">
<Filter>Util</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="CommandProcessor.h" /> <ClInclude Include="CommandProcessor.h" />
@ -332,6 +335,9 @@
<ClInclude Include="AbstractTexture.h"> <ClInclude Include="AbstractTexture.h">
<Filter>Base</Filter> <Filter>Base</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="AsyncShaderCompiler.h">
<Filter>Util</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Text Include="CMakeLists.txt" /> <Text Include="CMakeLists.txt" />