Merge pull request #6442 from stenzek/async-compiler-priority

ShaderCache: Implement compile priority
This commit is contained in:
Markus Wick 2018-03-19 09:16:53 +01:00 committed by GitHub
commit 98b4716902
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 60 additions and 41 deletions

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@ -20,7 +20,7 @@ AsyncShaderCompiler::~AsyncShaderCompiler()
ASSERT(!HasWorkerThreads());
}
void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item)
void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item, u32 priority)
{
// If no worker threads are available, compile synchronously.
if (!HasWorkerThreads())
@ -31,7 +31,7 @@ void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item)
else
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
m_pending_work.push_back(std::move(item));
m_pending_work.emplace(priority, std::move(item));
m_worker_thread_wake.notify_one();
}
}
@ -219,8 +219,9 @@ void AsyncShaderCompiler::WorkerThreadRun()
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();
auto iter = m_pending_work.begin();
WorkItemPtr item(std::move(iter->second));
m_pending_work.erase(iter);
pending_lock.unlock();
if (item->Compile())

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@ -8,6 +8,7 @@
#include <condition_variable>
#include <deque>
#include <functional>
#include <map>
#include <memory>
#include <mutex>
#include <thread>
@ -42,7 +43,9 @@ public:
return std::make_unique<T>(std::forward<Params>(params)...);
}
void QueueWorkItem(WorkItemPtr item);
// Queues a new work item to the compiler threads. The lower the priority, the sooner
// this work item will be compiled, relative to the other work items.
void QueueWorkItem(WorkItemPtr item, u32 priority);
void RetrieveWorkItems();
bool HasPendingWork();
bool HasCompletedWork();
@ -74,7 +77,9 @@ private:
std::vector<std::thread> m_worker_threads;
std::atomic_bool m_worker_thread_start_result{false};
std::deque<WorkItemPtr> m_pending_work;
// A multimap is used to store the work items. We can't use a priority_queue here, because
// there's no way to obtain a non-const reference, which we need for the unique_ptr.
std::multimap<u32, 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};

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@ -129,7 +129,7 @@ std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const
}
AppendGXPipelineUID(uid);
QueuePipelineCompile(uid);
QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
return {};
}
@ -249,12 +249,12 @@ void ShaderCache::CompileMissingPipelines()
for (auto& it : m_gx_pipeline_cache)
{
if (!it.second.second)
QueuePipelineCompile(it.first);
QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
}
for (auto& it : m_gx_uber_pipeline_cache)
{
if (!it.second.second)
QueueUberPipelineCompile(it.first);
QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
}
}
@ -655,7 +655,7 @@ void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config)
}
}
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid)
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority)
{
class VertexShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -680,10 +680,10 @@ void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid)
m_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid)
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority)
{
class VertexUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -708,10 +708,10 @@ void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid
m_uber_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid)
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority)
{
class PixelShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -736,10 +736,10 @@ void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid)
m_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid)
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority)
{
class PixelUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
@ -764,16 +764,16 @@ void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid&
m_uber_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid, u32 priority)
{
class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this pipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the pipeline for the next frame.
@ -788,12 +788,12 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
auto vs_it = shader_cache->m_vs_cache.shader_map.find(uid.vs_uid);
stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_vs_cache.shader_map.end())
shader_cache->QueueVertexShaderCompile(uid.vs_uid);
shader_cache->QueueVertexShaderCompile(uid.vs_uid, priority);
auto ps_it = shader_cache->m_ps_cache.shader_map.find(uid.ps_uid);
stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_ps_cache.shader_map.end())
shader_cache->QueuePixelShaderCompile(uid.ps_uid);
shader_cache->QueuePixelShaderCompile(uid.ps_uid, priority);
return stages_ready;
}
@ -815,8 +815,8 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
shader_cache, uid);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi));
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
@ -824,22 +824,23 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid)
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> pipeline;
GXPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority)
{
class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this UberPipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
@ -855,13 +856,13 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
stages_ready &=
vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end())
shader_cache->QueueVertexUberShaderCompile(uid.vs_uid);
shader_cache->QueueVertexUberShaderCompile(uid.vs_uid, priority);
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(uid.ps_uid);
stages_ready &=
ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end())
shader_cache->QueuePixelUberShaderCompile(uid.ps_uid);
shader_cache->QueuePixelUberShaderCompile(uid.ps_uid, priority);
return stages_ready;
}
@ -883,8 +884,8 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(
shader_cache, uid);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi));
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
@ -892,12 +893,13 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid)
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> UberPipeline;
GXUberPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi));
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_uber_pipeline_cache[uid].second = true;
}

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@ -108,12 +108,23 @@ private:
void AppendGXPipelineUID(const GXPipelineUid& config);
// ASync Compiler Methods
void QueueVertexShaderCompile(const VertexShaderUid& uid);
void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid);
void QueuePixelShaderCompile(const PixelShaderUid& uid);
void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid);
void QueuePipelineCompile(const GXPipelineUid& uid);
void QueueUberPipelineCompile(const GXUberPipelineUid& uid);
void QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority);
void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority);
void QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority);
void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority);
void QueuePipelineCompile(const GXPipelineUid& uid, u32 priority);
void QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority);
// Priorities for compiling. The lower the value, the sooner the pipeline is compiled.
// The shader cache is compiled last, as it is the least likely to be required. On demand
// shaders are always compiled before pending ubershaders, as we want to use the ubershader
// for as few frames as possible, otherwise we risk framerate drops.
enum : u32
{
COMPILE_PRIORITY_ONDEMAND_PIPELINE = 100,
COMPILE_PRIORITY_UBERSHADER_PIPELINE = 200,
COMPILE_PRIORITY_SHADERCACHE_PIPELINE = 300
};
// Configuration bits.
APIType m_api_type = APIType::Nothing;