forked from ShuriZma/suyu
gl_compute_pipeline: Force context flush when loading shader cache
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parent
01eeda74a6
commit
720ff38097
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@ -30,7 +30,7 @@ bool ComputePipelineKey::operator==(const ComputePipelineKey& rhs) const noexcep
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ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cache_,
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BufferCache& buffer_cache_, ProgramManager& program_manager_,
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const Shader::Info& info_, std::string code,
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std::vector<u32> code_v)
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std::vector<u32> code_v, bool force_context_flush)
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: texture_cache{texture_cache_}, buffer_cache{buffer_cache_},
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program_manager{program_manager_}, info{info_} {
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switch (device.GetShaderBackend()) {
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@ -63,6 +63,15 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
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writes_global_memory = !use_storage_buffers &&
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std::ranges::any_of(info.storage_buffers_descriptors,
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[](const auto& desc) { return desc.is_written; });
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if (force_context_flush) {
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std::scoped_lock lock{built_mutex};
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built_fence.Create();
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// Flush this context to ensure compilation commands and fence are in the GPU pipe.
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glFlush();
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built_condvar.notify_one();
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} else {
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is_built = true;
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}
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}
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void ComputePipeline::Configure() {
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@ -142,6 +151,9 @@ void ComputePipeline::Configure() {
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}
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texture_cache.FillComputeImageViews(std::span(views.data(), views.size()));
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if (!is_built) {
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WaitForBuild();
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}
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if (assembly_program.handle != 0) {
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program_manager.BindComputeAssemblyProgram(assembly_program.handle);
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} else {
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@ -223,4 +235,13 @@ void ComputePipeline::Configure() {
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}
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}
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void ComputePipeline::WaitForBuild() {
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if (built_fence.handle == 0) {
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std::unique_lock lock{built_mutex};
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built_condvar.wait(lock, [this] { return built_fence.handle != 0; });
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}
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ASSERT(glClientWaitSync(built_fence.handle, 0, GL_TIMEOUT_IGNORED) != GL_WAIT_FAILED);
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is_built = true;
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}
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} // namespace OpenGL
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@ -50,7 +50,8 @@ class ComputePipeline {
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public:
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explicit ComputePipeline(const Device& device, TextureCache& texture_cache_,
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BufferCache& buffer_cache_, ProgramManager& program_manager_,
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const Shader::Info& info_, std::string code, std::vector<u32> code_v);
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const Shader::Info& info_, std::string code, std::vector<u32> code_v,
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bool force_context_flush = false);
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void Configure();
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@ -65,6 +66,8 @@ public:
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}
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private:
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void WaitForBuild();
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TextureCache& texture_cache;
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BufferCache& buffer_cache;
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Tegra::MemoryManager* gpu_memory;
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@ -81,6 +84,11 @@ private:
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bool use_storage_buffers{};
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bool writes_global_memory{};
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std::mutex built_mutex;
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std::condition_variable built_condvar;
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OGLSync built_fence{};
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bool is_built{false};
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};
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} // namespace OpenGL
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@ -286,7 +286,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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file.read(reinterpret_cast<char*>(&key), sizeof(key));
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queue_work([this, key, env = std::move(env), &state, &callback](Context* ctx) mutable {
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ctx->pools.ReleaseContents();
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auto pipeline{CreateComputePipeline(ctx->pools, key, env)};
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auto pipeline{CreateComputePipeline(ctx->pools, key, env, true)};
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std::scoped_lock lock{state.mutex};
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if (pipeline) {
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compute_cache.emplace(key, std::move(pipeline));
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@ -560,8 +560,8 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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}
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std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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ShaderContext::ShaderPools& pools, const ComputePipelineKey& key,
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Shader::Environment& env) try {
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ShaderContext::ShaderPools& pools, const ComputePipelineKey& key, Shader::Environment& env,
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bool force_context_flush) try {
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LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash());
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Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};
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@ -590,7 +590,7 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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}
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return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, program_manager,
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program.info, code, code_spirv);
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program.info, code, code_spirv, force_context_flush);
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} catch (Shader::Exception& exception) {
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LOG_ERROR(Render_OpenGL, "{}", exception.what());
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return nullptr;
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@ -58,7 +58,8 @@ private:
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std::unique_ptr<ComputePipeline> CreateComputePipeline(ShaderContext::ShaderPools& pools,
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const ComputePipelineKey& key,
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Shader::Environment& env);
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Shader::Environment& env,
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bool force_context_flush = false);
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std::unique_ptr<ShaderWorker> CreateWorkers() const;
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