Threaded vertex rendering

This commit is contained in:
B3n30 2017-09-29 20:50:11 +02:00
parent 58a5d370e0
commit 16fb89fef0

View File

@ -9,6 +9,7 @@
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/thread_pool.h"
#include "common/vector_math.h"
#include "core/hle/service/gsp_gpu.h"
#include "core/hw/gpu.h"
@ -298,6 +299,39 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
bool index_u16 = index_info.format != 0;
struct CacheEntry {
Shader::AttributeBuffer output_attr;
Shader::OutputVertex output_vertex;
std::atomic<u32> id;
std::atomic_flag writing{
ATOMIC_FLAG_INIT}; // Set when a thread is writing into this entry
};
static std::array<CacheEntry, 0x10000> cache;
// used as a mean to invalidate data from the previous batch without clearing it
static u32 cache_batch_id = std::numeric_limits<u32>::max();
++cache_batch_id;
if (cache_batch_id == 0) { // reset cache if the emu ever runs long enough to overflow id
++cache_batch_id;
for (auto& entry : cache)
entry.id = 0;
}
struct VsOutput {
explicit VsOutput() = default;
VsOutput(VsOutput&& other) {
batch_id = 0;
}
Pica::Shader::OutputVertex vertex;
std::atomic<u32> batch_id;
};
static std::vector<VsOutput> vs_output;
while (vs_output.size() < regs.pipeline.num_vertices) {
vs_output.emplace_back();
}
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
if (g_debug_context && g_debug_context->recorder) {
@ -314,20 +348,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
}
}
DebugUtils::MemoryAccessTracker memory_accesses;
// Simple circular-replacement vertex cache
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
const size_t VERTEX_CACHE_SIZE = 32;
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
std::array<Shader::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache;
Shader::AttributeBuffer vs_output;
unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1);
auto* shader_engine = Shader::GetEngine();
Shader::UnitState shader_unit;
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
@ -336,66 +357,134 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (g_state.geometry_pipeline.NeedIndexInput())
ASSERT(is_indexed);
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
// Indexed rendering doesn't use the start offset
unsigned int vertex =
is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
: (index + regs.pipeline.vertex_offset);
auto UnitLoop = [&](bool single_thread, u32 index_start, u32 index_end) {
DebugUtils::MemoryAccessTracker memory_accesses;
Shader::UnitState shader_unit;
// -1 is a common special value used for primitive restart. Since it's unknown if
// the PICA supports it, and it would mess up the caching, guard against it here.
ASSERT(vertex != -1);
for (unsigned int index = index_start; index < index_end; ++index) {
// Indexed rendering doesn't use the start offset
unsigned int vertex =
is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
: (index + regs.pipeline.vertex_offset);
bool vertex_cache_hit = false;
// -1 is a common special value used for primitive restart. Since it's unknown if
// the PICA supports it, and it would mess up the caching, guard against it here.
ASSERT(vertex != -1);
if (is_indexed) {
if (g_state.geometry_pipeline.NeedIndexInput()) {
g_state.geometry_pipeline.SubmitIndex(vertex);
continue;
}
bool vertex_cache_hit = false;
if (g_debug_context && Pica::g_debug_context->recorder) {
int size = index_u16 ? 2 : 1;
memory_accesses.AddAccess(base_address + index_info.offset + size * index,
size);
}
Shader::AttributeBuffer output_attr_tmp;
Shader::AttributeBuffer& output_attr =
is_indexed ? cache[vertex].output_attr : output_attr_tmp;
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) {
vs_output = vertex_cache[i];
vertex_cache_hit = true;
break;
}
}
}
if (!vertex_cache_hit) {
// Initialize data for the current vertex
Shader::AttributeBuffer input;
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input);
shader_unit.LoadInput(regs.vs, input);
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, vs_output);
Pica::Shader::OutputVertex output_vertex_tmp;
Pica::Shader::OutputVertex& output_vertex =
is_indexed ? cache[vertex].output_vertex : output_vertex_tmp;
if (is_indexed) {
vertex_cache[vertex_cache_pos] = vs_output;
vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
if (single_thread && g_state.geometry_pipeline.NeedIndexInput()) {
g_state.geometry_pipeline.SubmitIndex(vertex);
continue;
}
if (g_debug_context && Pica::g_debug_context->recorder) {
int size = index_u16 ? 2 : 1;
memory_accesses.AddAccess(base_address + index_info.offset + size * index,
size);
}
if (single_thread) {
if (cache[vertex].id.load(std::memory_order_relaxed) == cache_batch_id) {
vertex_cache_hit = true;
}
} else if (cache[vertex].id.load(std::memory_order_acquire) == cache_batch_id) {
vertex_cache_hit = true;
}
// Set the "writing" flag and check its previous status
else if (cache[vertex].writing.test_and_set(std::memory_order_acquire)) {
// Another thread is writing into the cache, spin until it's done
while (cache[vertex].writing.test_and_set(std::memory_order_acquire))
;
cache[vertex].writing.clear(std::memory_order_release);
vertex_cache_hit = true;
}
}
if (!vertex_cache_hit) {
// Initialize data for the current vertex
Shader::AttributeBuffer input;
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
&input);
shader_unit.LoadInput(regs.vs, input);
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, output_attr);
if (!single_thread)
output_vertex =
Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, output_attr);
if (is_indexed) {
if (single_thread) {
cache[vertex].id.store(cache_batch_id, std::memory_order_relaxed);
} else {
cache[vertex].id.store(cache_batch_id, std::memory_order_release);
cache[vertex].writing.clear(std::memory_order_release);
}
}
}
if (single_thread) {
// Send to geometry pipeline
g_state.geometry_pipeline.SubmitVertex(output_attr);
} else {
vs_output[index].vertex = output_vertex;
vs_output[index].batch_id.store(cache_batch_id, std::memory_order_release);
}
}
// Send to geometry pipeline
g_state.geometry_pipeline.SubmitVertex(vs_output);
}
static std::mutex dbg_mtx;
if (!memory_accesses.ranges.empty()) {
std::lock_guard<std::mutex> lock(dbg_mtx);
for (auto& range : memory_accesses.ranges) {
g_debug_context->recorder->MemoryAccessed(
Memory::GetPhysicalPointer(range.first), range.second, range.first);
}
}
};
for (auto& range : memory_accesses.ranges) {
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
range.second, range.first);
constexpr unsigned int VS_UNITS = 3;
const bool use_gs = regs.pipeline.use_gs == PipelineRegs::UseGS::Yes;
auto& thread_pool = Common::ThreadPool::GetPool();
unsigned int num_threads = use_gs ? 1 : VS_UNITS;
if (num_threads == 1) {
UnitLoop(true, 0, regs.pipeline.num_vertices);
} else {
const u32 range = std::max(regs.pipeline.num_vertices / num_threads + 1, 50u);
for (unsigned int thread_id = 0; thread_id < num_threads; ++thread_id) {
const u32 loop_start = range * thread_id;
const u32 loop_end = loop_start + range;
if (loop_end >= regs.pipeline.num_vertices) {
thread_pool.push(UnitLoop, false, loop_start, regs.pipeline.num_vertices);
break;
}
thread_pool.push(UnitLoop, false, loop_start, loop_end);
}
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
while (vs_output[index].batch_id.load(std::memory_order_acquire) != cache_batch_id)
;
using Pica::Shader::OutputVertex;
primitive_assembler.SubmitVertex(
vs_output[index].vertex,
[](const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
});
}
}
VideoCore::g_renderer->Rasterizer()->DrawTriangles();