optimized threading

This commit is contained in:
Phantom 2017-09-29 22:11:54 +02:00
parent 07ff3527a0
commit 502f0c991b
3 changed files with 119 additions and 126 deletions

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@ -14,7 +14,7 @@
namespace Common {
class ThreadPool {
class ThreadPool : NonCopyable {
private:
explicit ThreadPool(unsigned int num_threads) :
num_threads(num_threads),

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@ -4,6 +4,7 @@
#include <array>
#include <cstddef>
#include <future>
#include <memory>
#include <utility>
#include "common/assert.h"
@ -278,6 +279,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(pipeline.trigger_draw):
case PICA_REG_INDEX(pipeline.trigger_draw_indexed): {
MICROPROFILE_SCOPE(GPU_Drawing);
const bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
#if PICA_LOG_TEV
DebugUtils::DumpTevStageConfig(regs.GetTevStages());
@ -285,49 +287,47 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
struct CachedVertex {
explicit CachedVertex() : batch(0), lock{ ATOMIC_FLAG_INIT } {}
CachedVertex(const CachedVertex& other) : CachedVertex() {}
union {
Shader::AttributeBuffer output_attr; // GS used
Shader::OutputVertex output_vertex; // No GS
};
std::atomic<u32> batch;
std::atomic_flag lock;
};
static std::vector<CachedVertex> vs_output(0x10000);
if (!is_indexed && vs_output.size() < regs.pipeline.num_vertices)
vs_output.resize(regs.pipeline.num_vertices);
// used as a mean to invalidate data from the previous batch without clearing it
static u32 batch_id = std::numeric_limits<u32>::max();
++batch_id;
if (batch_id == 0) { // reset cache when id overflows for safety
++batch_id;
for (auto& entry : vs_output)
entry.batch = 0;
}
// Processes information about internal vertex attributes to figure out how a vertex is
// loaded.
// Later, these can be compiled and cached.
const u32 base_address = regs.pipeline.vertex_attributes.GetPhysicalBaseAddress();
VertexLoader loader(regs.pipeline);
// Load vertices
bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
const auto& index_info = regs.pipeline.index_array;
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
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
auto VertexIndex = [&](unsigned int index) {
// Indexed rendering doesn't use the start offset
return is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
: (index + regs.pipeline.vertex_offset);
};
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;
@ -345,146 +345,135 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
}
}
DebugUtils::MemoryAccessTracker memory_accesses;
auto* shader_engine = Shader::GetEngine();
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
const bool use_gs = regs.pipeline.use_gs == PipelineRegs::UseGS::Yes;
g_state.geometry_pipeline.Reconfigure();
g_state.geometry_pipeline.Setup(shader_engine);
if (g_state.geometry_pipeline.NeedIndexInput())
ASSERT(is_indexed);
auto UnitLoop = [&](bool single_thread,
u32 index_start,
u32 index_end) {
DebugUtils::MemoryAccessTracker memory_accesses;
auto VSUnitLoop = [&](u32 thread_id, auto num_threads) {
constexpr bool single_thread = std::is_same_v<std::integral_constant<u32, 1>, decltype(num_threads)>;
Shader::UnitState shader_unit;
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);
for (unsigned int index = thread_id; index < regs.pipeline.num_vertices; index += num_threads) {
unsigned int vertex = VertexIndex(index);
auto& cached_vertex = vs_output[is_indexed ? vertex : index];
// -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);
bool vertex_cache_hit = false;
Shader::AttributeBuffer output_attr_tmp;
Shader::AttributeBuffer& output_attr = is_indexed ? cache[vertex].output_attr : output_attr_tmp;
Pica::Shader::OutputVertex output_vertex_tmp;
Pica::Shader::OutputVertex& output_vertex = is_indexed ? cache[vertex].output_vertex : output_vertex_tmp;
if (is_indexed) {
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;
if (!single_thread) {
// Try locking this vertex
if (cached_vertex.lock.test_and_set(std::memory_order_acquire)) {
// Another thread is processing this vertex
continue;
}
// Vertex is not being processed and is from the correct batch
else if (cached_vertex.batch.load(std::memory_order_acquire) == batch_id) {
// Unlock
cached_vertex.lock.clear(std::memory_order_release);
continue;
}
}
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;
else if (cached_vertex.batch.load(std::memory_order_relaxed) == batch_id) {
continue;
}
}
Shader::AttributeBuffer attribute_buffer;
Shader::AttributeBuffer& output_attr = use_gs ? cached_vertex.output_attr : attribute_buffer;
if (!vertex_cache_hit) {
// Initialize data for the current vertex
Shader::AttributeBuffer input;
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
loader.LoadVertex(base_address, index, vertex, attribute_buffer, memory_accesses);
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, &input);
shader_unit.LoadInput(regs.vs, input);
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, &attribute_buffer);
shader_unit.LoadInput(regs.vs, attribute_buffer);
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 (!use_gs)
cached_vertex.output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, output_attr);
if (!single_thread) {
cached_vertex.batch.store(batch_id, std::memory_order_release);
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);
cached_vertex.lock.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);
}
}
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);
else if (is_indexed) {
cached_vertex.batch.store(batch_id, std::memory_order_relaxed);
}
}
};
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 : thread_pool.total_threads();//VS_UNITS;
std::vector<std::future<void>> futures;
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);
constexpr unsigned int MIN_VERTICES_PER_THREAD = 20;
unsigned int num_threads = regs.pipeline.num_vertices / MIN_VERTICES_PER_THREAD +
(regs.pipeline.num_vertices % MIN_VERTICES_PER_THREAD != 0);
num_threads = std::min(num_threads, std::thread::hardware_concurrency() - 1);
if (num_threads <= 1) {
VSUnitLoop(0, std::integral_constant<u32, 1>{});
} else {
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;
futures.emplace_back(thread_pool.push(VSUnitLoop, thread_id, num_threads));
}
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);
});
unsigned int vertex = VertexIndex(index);
auto& cached_vertex = vs_output[is_indexed ? vertex : index];
if (use_gs && is_indexed && g_state.geometry_pipeline.NeedIndexInput()) {
g_state.geometry_pipeline.SubmitIndex(vertex);
continue;
}
// Synchronize threads
if (num_threads != 1) {
while (cached_vertex.batch.load(std::memory_order_acquire) != batch_id) {
std::this_thread::yield();
}
}
if (use_gs) {
// Send to geometry pipeline
g_state.geometry_pipeline.SubmitVertex(cached_vertex.output_attr);
} else {
primitive_assembler.SubmitVertex(cached_vertex.output_vertex,
std::bind(&std::decay_t<decltype(*VideoCore::g_renderer->Rasterizer())>::AddTriangle,
VideoCore::g_renderer->Rasterizer(),
std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
}
}
for (auto& future : futures)
future.get();
for (auto& range : memory_accesses.ranges) {
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
range.second, range.first);
}
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}

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@ -235,6 +235,8 @@ class MemoryAccessTracker {
public:
/// Record a particular memory access in the list
void AddAccess(u32 paddr, u32 size) {
std::lock_guard<std::mutex> lock(mutex);
// Create new range or extend existing one
ranges[paddr] = std::max(ranges[paddr], size);
@ -242,6 +244,8 @@ public:
SimplifyRanges();
}
std::mutex mutex;
/// Map of accessed ranges (mapping start address to range size)
std::map<u32, u32> ranges;
};