VideoCommon: Gate Multi-Threaded Shader Pre-Compilation behind a bug entry

This commit is contained in:
DevJPM 2021-06-03 16:03:37 +02:00 committed by unknown
parent 61cfd8696e
commit 613c4563c2
3 changed files with 34 additions and 1 deletions

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@ -131,6 +131,21 @@ constexpr BugInfo m_known_bugs[] = {
-1.0, -1.0, true}, -1.0, -1.0, true},
{API_VULKAN, OS_OSX, VENDOR_ATI, DRIVER_PORTABILITY, Family::UNKNOWN, {API_VULKAN, OS_OSX, VENDOR_ATI, DRIVER_PORTABILITY, Family::UNKNOWN,
BUG_BROKEN_SUBGROUP_INVOCATION_ID, -1.0, -1.0, true}, BUG_BROKEN_SUBGROUP_INVOCATION_ID, -1.0, -1.0, true},
// Default cases for broken MT precompilation
// Default cases get replaced by known-good places during init
{API_OPENGL, OS_ALL, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, true},
{API_VULKAN, OS_ALL, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, true},
// known good cases for broken MT precompilation
{API_OPENGL, OS_OSX, VENDOR_NVIDIA, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
{API_VULKAN, OS_OSX, VENDOR_NVIDIA, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
{API_OPENGL, OS_WINDOWS, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
{API_VULKAN, OS_WINDOWS, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
}; };
static std::map<Bug, BugInfo> m_bugs; static std::map<Bug, BugInfo> m_bugs;

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@ -314,6 +314,14 @@ enum Bug
// Started version: -1 // Started version: -1
// Ended version: -1 // Ended version: -1
BUG_BROKEN_SUBGROUP_INVOCATION_ID, BUG_BROKEN_SUBGROUP_INVOCATION_ID,
// BUG: Multi-threaded shader pre-compilation sometimes crashes
// Used primarily in Videoconfig.cpp's GetNumAutoShaderPreCompilerThreads()
// refer to https://github.com/dolphin-emu/dolphin/pull/9414 for initial validation coverage
// All untested platforms will report as having this bug as to avoid crashes
// Note that things should highly likely work out fine on D3D
// so we didn't extend the Bug API to also support D3D
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION
}; };
// Initializes our internal vendor, device family, and driver version // Initializes our internal vendor, device family, and driver version

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@ -10,6 +10,7 @@
#include "Core/ConfigManager.h" #include "Core/ConfigManager.h"
#include "Core/Core.h" #include "Core/Core.h"
#include "Core/Movie.h" #include "Core/Movie.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
@ -204,8 +205,17 @@ u32 VideoConfig::GetShaderPrecompilerThreads() const
if (!backend_info.bSupportsBackgroundCompiling) if (!backend_info.bSupportsBackgroundCompiling)
return 0; return 0;
const bool bugDatabaseSupported =
backend_info.api_type == APIType::OpenGL || backend_info.api_type == APIType::Vulkan;
// DirectX has always worked in our tests in PR#9414
const bool multiThreadingWorking =
!bugDatabaseSupported ||
!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION);
if (iShaderPrecompilerThreads >= 0) if (iShaderPrecompilerThreads >= 0)
return static_cast<u32>(iShaderPrecompilerThreads); return static_cast<u32>(iShaderPrecompilerThreads);
else else if (multiThreadingWorking)
return GetNumAutoShaderPreCompilerThreads(); return GetNumAutoShaderPreCompilerThreads();
else
return 1;
} }