dxvk/src/dxvk/dxvk_pipemanager.cpp

481 lines
14 KiB
C++

#include <optional>
#include "dxvk_device.h"
#include "dxvk_pipemanager.h"
#include "dxvk_state_cache.h"
namespace dxvk {
DxvkPipelineWorkers::DxvkPipelineWorkers(
DxvkDevice* device)
: m_device(device) {
}
DxvkPipelineWorkers::~DxvkPipelineWorkers() {
this->stopWorkers();
}
void DxvkPipelineWorkers::compilePipelineLibrary(
DxvkShaderPipelineLibrary* library,
DxvkPipelinePriority priority) {
std::unique_lock lock(m_lock);
this->startWorkers();
m_tasksTotal += 1;
m_buckets[uint32_t(priority)].queue.emplace(library);
notifyWorkers(priority);
}
void DxvkPipelineWorkers::compileGraphicsPipeline(
DxvkGraphicsPipeline* pipeline,
const DxvkGraphicsPipelineStateInfo& state,
DxvkPipelinePriority priority) {
std::unique_lock lock(m_lock);
this->startWorkers();
pipeline->acquirePipeline();
m_tasksTotal += 1;
m_buckets[uint32_t(priority)].queue.emplace(pipeline, state);
notifyWorkers(priority);
}
void DxvkPipelineWorkers::stopWorkers() {
{ std::unique_lock lock(m_lock);
if (!m_workersRunning)
return;
m_workersRunning = false;
for (uint32_t i = 0; i < m_buckets.size(); i++)
m_buckets[i].cond.notify_all();
}
for (auto& worker : m_workers)
worker.join();
m_workers.clear();
}
void DxvkPipelineWorkers::notifyWorkers(DxvkPipelinePriority priority) {
uint32_t index = uint32_t(priority);
// If any workers are idle in a suitable set, notify the corresponding
// condition variable. If all workers are busy anyway, we know that the
// job is going to be picked up at some point anyway.
for (uint32_t i = index; i < m_buckets.size(); i++) {
if (m_buckets[i].idleWorkers) {
m_buckets[i].cond.notify_one();
break;
}
}
}
void DxvkPipelineWorkers::startWorkers() {
if (!std::exchange(m_workersRunning, true)) {
// Use all available cores by default
uint32_t workerCount = dxvk::thread::hardware_concurrency();
if (workerCount < 1) workerCount = 1;
if (workerCount > 64) workerCount = 64;
// Reduce worker count on 32-bit to save adderss space
if (env::is32BitHostPlatform())
workerCount = std::min(workerCount, 16u);
if (m_device->config().numCompilerThreads > 0)
workerCount = m_device->config().numCompilerThreads;
// Number of workers that can process pipeline pipelines with normal
// priority. Any other workers can only build high-priority pipelines.
uint32_t npWorkerCount = std::max(((workerCount - 1) * 5) / 7, 1u);
uint32_t lpWorkerCount = std::max(((workerCount - 1) * 2) / 7, 1u);
m_workers.reserve(workerCount);
for (size_t i = 0; i < workerCount; i++) {
DxvkPipelinePriority priority = DxvkPipelinePriority::Normal;
if (m_device->canUseGraphicsPipelineLibrary()) {
if (i >= npWorkerCount)
priority = DxvkPipelinePriority::High;
else if (i < lpWorkerCount)
priority = DxvkPipelinePriority::Low;
}
auto& worker = m_workers.emplace_back([this, priority] {
runWorker(priority);
});
worker.set_priority(ThreadPriority::Lowest);
}
Logger::info(str::format("DXVK: Using ", workerCount, " compiler threads"));
}
}
void DxvkPipelineWorkers::runWorker(DxvkPipelinePriority maxPriority) {
static const std::array<char, 3> suffixes = { 'h', 'n', 'l' };
const uint32_t maxPriorityIndex = uint32_t(maxPriority);
env::setThreadName(str::format("dxvk-shader-", suffixes.at(maxPriorityIndex)));
while (true) {
PipelineEntry entry;
{ std::unique_lock lock(m_lock);
auto& bucket = m_buckets[maxPriorityIndex];
bucket.idleWorkers += 1;
bucket.cond.wait(lock, [this, maxPriorityIndex, &entry] {
// Attempt to fetch a work item from the
// highest-priority queue that is not empty
for (uint32_t i = 0; i <= maxPriorityIndex; i++) {
if (!m_buckets[i].queue.empty()) {
entry = m_buckets[i].queue.front();
m_buckets[i].queue.pop();
return true;
}
}
return !m_workersRunning;
});
bucket.idleWorkers -= 1;
// Skip pending work, exiting early is
// more important in this case.
if (!m_workersRunning)
break;
}
if (entry.pipelineLibrary) {
entry.pipelineLibrary->compilePipeline();
} else if (entry.graphicsPipeline) {
entry.graphicsPipeline->compilePipeline(entry.graphicsState);
entry.graphicsPipeline->releasePipeline();
}
m_tasksCompleted += 1;
}
}
DxvkPipelineManager::DxvkPipelineManager(
DxvkDevice* device)
: m_device (device),
m_workers (device),
m_stateCache(device, this, &m_workers) {
Logger::info(str::format("DXVK: Graphics pipeline libraries ",
(m_device->canUseGraphicsPipelineLibrary() ? "supported" : "not supported")));
if (m_device->canUseGraphicsPipelineLibrary()) {
auto library = createNullFsPipelineLibrary();
library->compilePipeline();
}
}
DxvkPipelineManager::~DxvkPipelineManager() {
}
DxvkComputePipeline* DxvkPipelineManager::createComputePipeline(
const DxvkComputePipelineShaders& shaders) {
if (shaders.cs == nullptr)
return nullptr;
std::lock_guard<dxvk::mutex> lock(m_mutex);
auto pair = m_computePipelines.find(shaders);
if (pair != m_computePipelines.end())
return &pair->second;
DxvkShaderPipelineLibraryKey key;
key.addShader(shaders.cs);
auto layout = createPipelineLayout(shaders.cs->getBindings());
auto library = findPipelineLibraryLocked(key);
auto iter = m_computePipelines.emplace(
std::piecewise_construct,
std::tuple(shaders),
std::tuple(m_device, this, shaders, layout, library));
return &iter.first->second;
}
DxvkGraphicsPipeline* DxvkPipelineManager::createGraphicsPipeline(
const DxvkGraphicsPipelineShaders& shaders) {
if (shaders.vs == nullptr)
return nullptr;
std::lock_guard<dxvk::mutex> lock(m_mutex);
auto pair = m_graphicsPipelines.find(shaders);
if (pair != m_graphicsPipelines.end())
return &pair->second;
DxvkBindingLayout mergedLayout(VK_SHADER_STAGE_ALL_GRAPHICS);
mergedLayout.merge(shaders.vs->getBindings());
if (shaders.tcs != nullptr)
mergedLayout.merge(shaders.tcs->getBindings());
if (shaders.tes != nullptr)
mergedLayout.merge(shaders.tes->getBindings());
if (shaders.gs != nullptr)
mergedLayout.merge(shaders.gs->getBindings());
if (shaders.fs != nullptr)
mergedLayout.merge(shaders.fs->getBindings());
auto layout = createPipelineLayout(mergedLayout);
DxvkShaderPipelineLibrary* vsLibrary = nullptr;
DxvkShaderPipelineLibrary* fsLibrary = nullptr;
if (m_device->canUseGraphicsPipelineLibrary()) {
DxvkShaderPipelineLibraryKey vsKey;
vsKey.addShader(shaders.vs);
if (shaders.tcs != nullptr) vsKey.addShader(shaders.tcs);
if (shaders.tes != nullptr) vsKey.addShader(shaders.tes);
if (shaders.gs != nullptr) vsKey.addShader(shaders.gs);
if (vsKey.canUsePipelineLibrary()) {
vsLibrary = findPipelineLibraryLocked(vsKey);
if (!vsLibrary) {
// If multiple shader stages are participating, create a
// pipeline library so that it can potentially be reused.
// Don't dispatch the pipeline library to a worker thread
// since it should be compiled on demand anyway.
vsLibrary = createPipelineLibraryLocked(vsKey);
// Register the pipeline library with the state cache
// so that subsequent runs can still compile it early
DxvkStateCacheKey shaderKeys;
shaderKeys.vs = shaders.vs->getShaderKey();
if (shaders.tcs != nullptr) shaderKeys.tcs = shaders.tcs->getShaderKey();
if (shaders.tes != nullptr) shaderKeys.tes = shaders.tes->getShaderKey();
if (shaders.gs != nullptr) shaderKeys.gs = shaders.gs->getShaderKey();
m_stateCache.addPipelineLibrary(shaderKeys);
}
}
if (vsLibrary) {
DxvkShaderPipelineLibraryKey fsKey;
if (shaders.fs != nullptr)
fsKey.addShader(shaders.fs);
fsLibrary = findPipelineLibraryLocked(fsKey);
}
}
auto iter = m_graphicsPipelines.emplace(
std::piecewise_construct,
std::tuple(shaders),
std::tuple(m_device, this, shaders,
layout, vsLibrary, fsLibrary));
return &iter.first->second;
}
DxvkShaderPipelineLibrary* DxvkPipelineManager::createShaderPipelineLibrary(
const DxvkShaderPipelineLibraryKey& key) {
std::lock_guard<dxvk::mutex> lock(m_mutex);
return createPipelineLibraryLocked(key);
}
DxvkGraphicsPipelineVertexInputLibrary* DxvkPipelineManager::createVertexInputLibrary(
const DxvkGraphicsPipelineVertexInputState& state) {
std::lock_guard<dxvk::mutex> lock(m_mutex);
auto pair = m_vertexInputLibraries.find(state);
if (pair != m_vertexInputLibraries.end())
return &pair->second;
auto iter = m_vertexInputLibraries.emplace(
std::piecewise_construct,
std::tuple(state),
std::tuple(m_device, state));
return &iter.first->second;
}
DxvkGraphicsPipelineFragmentOutputLibrary* DxvkPipelineManager::createFragmentOutputLibrary(
const DxvkGraphicsPipelineFragmentOutputState& state) {
std::lock_guard<dxvk::mutex> lock(m_mutex);
auto pair = m_fragmentOutputLibraries.find(state);
if (pair != m_fragmentOutputLibraries.end())
return &pair->second;
auto iter = m_fragmentOutputLibraries.emplace(
std::piecewise_construct,
std::tuple(state),
std::tuple(m_device, state));
return &iter.first->second;
}
void DxvkPipelineManager::registerShader(
const Rc<DxvkShader>& shader) {
if (canPrecompileShader(shader)) {
DxvkShaderPipelineLibraryKey key;
key.addShader(shader);
auto library = createShaderPipelineLibrary(key);
m_workers.compilePipelineLibrary(library, DxvkPipelinePriority::Normal);
}
m_stateCache.registerShader(shader);
}
void DxvkPipelineManager::requestCompileShader(
const Rc<DxvkShader>& shader) {
if (!shader->needsLibraryCompile())
return;
// Dispatch high-priority compile job
DxvkShaderPipelineLibraryKey key;
key.addShader(shader);
auto library = findPipelineLibrary(key);
if (library)
m_workers.compilePipelineLibrary(library, DxvkPipelinePriority::High);
// Notify immediately so that this only gets called
// once, even if compilation does ot start immediately
shader->notifyLibraryCompile();
}
DxvkPipelineCount DxvkPipelineManager::getPipelineCount() const {
DxvkPipelineCount result;
result.numGraphicsPipelines = m_stats.numGraphicsPipelines.load();
result.numGraphicsLibraries = m_stats.numGraphicsLibraries.load();
result.numComputePipelines = m_stats.numComputePipelines.load();
return result;
}
void DxvkPipelineManager::stopWorkerThreads() {
m_workers.stopWorkers();
m_stateCache.stopWorkers();
}
DxvkBindingSetLayout* DxvkPipelineManager::createDescriptorSetLayout(
const DxvkBindingSetLayoutKey& key) {
auto pair = m_descriptorSetLayouts.find(key);
if (pair != m_descriptorSetLayouts.end())
return &pair->second;
auto iter = m_descriptorSetLayouts.emplace(
std::piecewise_construct,
std::tuple(key),
std::tuple(m_device, key));
return &iter.first->second;
}
DxvkBindingLayoutObjects* DxvkPipelineManager::createPipelineLayout(
const DxvkBindingLayout& layout) {
auto pair = m_pipelineLayouts.find(layout);
if (pair != m_pipelineLayouts.end())
return &pair->second;
std::array<const DxvkBindingSetLayout*, DxvkDescriptorSets::SetCount> setLayouts = { };
uint32_t setMask = layout.getSetMask();
for (uint32_t i = 0; i < setLayouts.size(); i++) {
if (setMask & (1u << i))
setLayouts[i] = createDescriptorSetLayout(layout.getBindingList(i));
}
auto iter = m_pipelineLayouts.emplace(
std::piecewise_construct,
std::tuple(layout),
std::tuple(m_device, layout, setLayouts.data()));
return &iter.first->second;
}
DxvkShaderPipelineLibrary* DxvkPipelineManager::createPipelineLibraryLocked(
const DxvkShaderPipelineLibraryKey& key) {
auto bindings = key.getBindings();
auto layout = createPipelineLayout(bindings);
auto iter = m_shaderLibraries.emplace(
std::piecewise_construct,
std::tuple(key),
std::tuple(m_device, this, key, layout));
return &iter.first->second;
}
DxvkShaderPipelineLibrary* DxvkPipelineManager::createNullFsPipelineLibrary() {
std::lock_guard<dxvk::mutex> lock(m_mutex);
DxvkShaderPipelineLibraryKey key;
DxvkBindingLayout bindings(VK_SHADER_STAGE_FRAGMENT_BIT);
auto layout = createPipelineLayout(bindings);
auto iter = m_shaderLibraries.emplace(
std::piecewise_construct,
std::tuple(),
std::tuple(m_device, this, key, layout));
return &iter.first->second;
}
DxvkShaderPipelineLibrary* DxvkPipelineManager::findPipelineLibrary(
const DxvkShaderPipelineLibraryKey& key) {
std::lock_guard<dxvk::mutex> lock(m_mutex);
return findPipelineLibraryLocked(key);
}
DxvkShaderPipelineLibrary* DxvkPipelineManager::findPipelineLibraryLocked(
const DxvkShaderPipelineLibraryKey& key) {
auto pair = m_shaderLibraries.find(key);
if (pair == m_shaderLibraries.end())
return nullptr;
return &pair->second;
}
bool DxvkPipelineManager::canPrecompileShader(
const Rc<DxvkShader>& shader) const {
if (!shader->canUsePipelineLibrary(true))
return false;
if (shader->info().stage == VK_SHADER_STAGE_COMPUTE_BIT)
return true;
return m_device->canUseGraphicsPipelineLibrary();
}
}