opengl: Fix asynchronous shaders

Wait for shader to build before configuring it, and wait for the shader
to build before sharing it with other contexts.
This commit is contained in:
ReinUsesLisp 2021-07-20 03:05:41 -03:00 committed by ameerj
parent 258f35515d
commit 8381490a04
2 changed files with 33 additions and 4 deletions

View file

@ -237,10 +237,12 @@ GraphicsPipeline::GraphicsPipeline(
if (key.xfb_enabled && device.UseAssemblyShaders()) {
GenerateTransformFeedbackState();
}
auto func{[this, device, sources, sources_spirv,
shader_notify](ShaderContext::Context*) mutable {
const bool in_parallel = thread_worker != nullptr;
const auto backend = device.GetShaderBackend();
auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
shader_notify, backend, in_parallel](ShaderContext::Context*) mutable {
for (size_t stage = 0; stage < 5; ++stage) {
switch (device.GetShaderBackend()) {
switch (backend) {
case Settings::ShaderBackend::GLSL:
if (!sources[stage].empty()) {
source_programs[stage] = CreateProgram(sources[stage], Stage(stage));
@ -249,6 +251,10 @@ GraphicsPipeline::GraphicsPipeline(
case Settings::ShaderBackend::GLASM:
if (!sources[stage].empty()) {
assembly_programs[stage] = CompileProgram(sources[stage], AssemblyStage(stage));
if (in_parallel) {
// Make sure program is built before continuing when building in parallel
glGetString(GL_PROGRAM_ERROR_STRING_NV);
}
}
break;
case Settings::ShaderBackend::SPIRV:
@ -258,10 +264,20 @@ GraphicsPipeline::GraphicsPipeline(
break;
}
}
if (in_parallel && backend != Settings::ShaderBackend::GLASM) {
// Make sure programs have built if we are building shaders in parallel
for (OGLProgram& program : source_programs) {
if (program.handle != 0) {
GLint status{};
glGetProgramiv(program.handle, GL_LINK_STATUS, &status);
}
}
}
if (shader_notify) {
shader_notify->MarkShaderComplete();
}
is_built = true;
built_condvar.notify_one();
}};
if (thread_worker) {
thread_worker->QueueWork(std::move(func));
@ -434,6 +450,9 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
buffer_cache.UpdateGraphicsBuffers(is_indexed);
buffer_cache.BindHostGeometryBuffers(is_indexed);
if (!is_built.load(std::memory_order::relaxed)) {
WaitForBuild();
}
if (assembly_programs[0].handle != 0) {
program_manager.BindAssemblyPrograms(assembly_programs, enabled_stages_mask);
} else {
@ -545,4 +564,9 @@ void GraphicsPipeline::GenerateTransformFeedbackState() {
num_xfb_strides = static_cast<GLsizei>(current_stream - xfb_streams.data());
}
void GraphicsPipeline::WaitForBuild() {
std::unique_lock lock{built_mutex};
built_condvar.wait(lock, [this] { return is_built.load(std::memory_order::relaxed); });
}
} // namespace OpenGL

View file

@ -119,6 +119,8 @@ private:
void GenerateTransformFeedbackState();
void WaitForBuild();
TextureCache& texture_cache;
BufferCache& buffer_cache;
Tegra::MemoryManager& gpu_memory;
@ -143,13 +145,16 @@ private:
bool use_storage_buffers{};
bool writes_global_memory{};
std::atomic_bool is_built{false};
static constexpr std::size_t XFB_ENTRY_STRIDE = 3;
GLsizei num_xfb_attribs{};
GLsizei num_xfb_strides{};
std::array<GLint, 128 * XFB_ENTRY_STRIDE * Maxwell::NumTransformFeedbackBuffers> xfb_attribs{};
std::array<GLint, Maxwell::NumTransformFeedbackBuffers> xfb_streams{};
std::mutex built_mutex;
std::condition_variable built_condvar;
std::atomic_bool is_built{false};
};
} // namespace OpenGL