Vulkan: Multithreaded creation of UID pipeline caches
Should give a decent speedup to boot time.
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@ -113,9 +113,6 @@ bool Renderer::Initialize()
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m_bounding_box->GetGPUBufferSize());
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}
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// Ensure all pipelines previously used by the game have been created.
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StateTracker::GetInstance()->ReloadPipelineUIDCache();
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// Initialize post processing.
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m_post_processor = std::make_unique<VulkanPostProcessing>();
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if (!static_cast<VulkanPostProcessing*>(m_post_processor.get())
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@ -156,6 +156,10 @@ void StateTracker::ReloadPipelineUIDCache()
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PipelineInserter inserter(this);
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m_uid_cache.OpenAndRead(filename, inserter);
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}
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// If we were using background compilation, ensure everything is ready before continuing.
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if (g_ActiveConfig.bBackgroundShaderCompiling)
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g_shader_cache->WaitForBackgroundCompilesToComplete();
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}
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void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
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@ -212,11 +216,19 @@ bool StateTracker::PrecachePipelineUID(const SerializedPipelineUID& uid)
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pinfo.blend_state.hex = uid.blend_state_bits;
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pinfo.primitive_topology = uid.primitive_topology;
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VkPipeline pipeline = g_shader_cache->GetPipeline(pinfo);
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if (pipeline == VK_NULL_HANDLE)
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if (g_ActiveConfig.bBackgroundShaderCompiling)
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{
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WARN_LOG(VIDEO, "Failed to get pipeline from cached UID.");
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return false;
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// Use async for multithreaded compilation.
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g_shader_cache->GetPipelineWithCacheResultAsync(pinfo);
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}
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else
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{
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VkPipeline pipeline = g_shader_cache->GetPipeline(pinfo);
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if (pipeline == VK_NULL_HANDLE)
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{
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WARN_LOG(VIDEO, "Failed to get pipeline from cached UID.");
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return false;
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}
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}
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// We don't need to do anything with this pipeline, just make sure it exists.
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@ -263,6 +263,9 @@ bool VideoBackend::Initialize(void* window_handle)
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return false;
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}
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// Ensure all pipelines previously used by the game have been created.
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StateTracker::GetInstance()->ReloadPipelineUIDCache();
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// Lastly, precompile ubershaders, if requested.
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// This has to be done after the texture cache and shader cache are initialized.
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if (g_ActiveConfig.CanPrecompileUberShaders())
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