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gl_graphics_pipeline: Force context flush when loading shader cache

This commit is contained in:
ameerj 2023-01-29 20:26:49 -05:00
parent 3aab574521
commit 01eeda74a6
4 changed files with 12 additions and 9 deletions

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@ -176,7 +176,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
std::array<std::string, 5> sources, std::array<std::string, 5> sources,
std::array<std::vector<u32>, 5> sources_spirv, std::array<std::vector<u32>, 5> sources_spirv,
const std::array<const Shader::Info*, 5>& infos, const std::array<const Shader::Info*, 5>& infos,
const GraphicsPipelineKey& key_) const GraphicsPipelineKey& key_, bool force_context_flush)
: texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_}, : texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_},
state_tracker{state_tracker_}, key{key_} { state_tracker{state_tracker_}, key{key_} {
if (shader_notify) { if (shader_notify) {
@ -231,7 +231,8 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
const bool in_parallel = thread_worker != nullptr; const bool in_parallel = thread_worker != nullptr;
const auto backend = device.GetShaderBackend(); const auto backend = device.GetShaderBackend();
auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv), auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
shader_notify, backend, in_parallel](ShaderContext::Context*) mutable { shader_notify, backend, in_parallel,
force_context_flush](ShaderContext::Context*) mutable {
for (size_t stage = 0; stage < 5; ++stage) { for (size_t stage = 0; stage < 5; ++stage) {
switch (backend) { switch (backend) {
case Settings::ShaderBackend::GLSL: case Settings::ShaderBackend::GLSL:
@ -251,7 +252,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
break; break;
} }
} }
if (in_parallel) { if (force_context_flush || in_parallel) {
std::scoped_lock lock{built_mutex}; std::scoped_lock lock{built_mutex};
built_fence.Create(); built_fence.Create();
// Flush this context to ensure compilation commands and fence are in the GPU pipe. // Flush this context to ensure compilation commands and fence are in the GPU pipe.

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@ -78,7 +78,7 @@ public:
std::array<std::string, 5> sources, std::array<std::string, 5> sources,
std::array<std::vector<u32>, 5> sources_spirv, std::array<std::vector<u32>, 5> sources_spirv,
const std::array<const Shader::Info*, 5>& infos, const std::array<const Shader::Info*, 5>& infos,
const GraphicsPipelineKey& key_); const GraphicsPipelineKey& key_, bool force_context_flush = false);
void Configure(bool is_indexed) { void Configure(bool is_indexed) {
configure_func(this, is_indexed); configure_func(this, is_indexed);

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@ -307,7 +307,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
env_ptrs.push_back(&env); env_ptrs.push_back(&env);
} }
ctx->pools.ReleaseContents(); ctx->pools.ReleaseContents();
auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false)}; auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false, true)};
std::scoped_lock lock{state.mutex}; std::scoped_lock lock{state.mutex};
if (pipeline) { if (pipeline) {
graphics_cache.emplace(key, std::move(pipeline)); graphics_cache.emplace(key, std::move(pipeline));
@ -439,7 +439,8 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline() {
std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline( std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key, ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
std::span<Shader::Environment* const> envs, bool build_in_parallel) try { std::span<Shader::Environment* const> envs, bool use_shader_workers,
bool force_context_flush) try {
LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash()); LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash());
size_t env_index{}; size_t env_index{};
u32 total_storage_buffers{}; u32 total_storage_buffers{};
@ -531,10 +532,10 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
} }
previous_program = &program; previous_program = &program;
} }
auto* const thread_worker{build_in_parallel ? workers.get() : nullptr}; auto* const thread_worker{use_shader_workers ? workers.get() : nullptr};
return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, program_manager, return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, program_manager,
state_tracker, thread_worker, &shader_notify, sources, state_tracker, thread_worker, &shader_notify, sources,
sources_spirv, infos, key); sources_spirv, infos, key, force_context_flush);
} catch (Shader::Exception& exception) { } catch (Shader::Exception& exception) {
LOG_ERROR(Render_OpenGL, "{}", exception.what()); LOG_ERROR(Render_OpenGL, "{}", exception.what());

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@ -50,7 +50,8 @@ private:
std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline( std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key, ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
std::span<Shader::Environment* const> envs, bool build_in_parallel); std::span<Shader::Environment* const> envs, bool use_shader_workers,
bool force_context_flush = false);
std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineKey& key, std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineKey& key,
const VideoCommon::ShaderInfo* shader); const VideoCommon::ShaderInfo* shader);