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gl_graphics_pipeline: Improve shader builder synchronization using fences (#7969)
* gl_graphics_pipeline: Improve shader builder synchronization Make use of GLsync objects to ensure better synchronization between shader builder threads and the main context * gl_graphics_pipeline: Make built_fence access threadsafe * gl_graphics_pipeline: Use GLsync objects only when building in parallel * gl_graphics_pipeline: Replace GetSync calls with non-blocking waits The spec states that a ClientWait on a Fence object ensures the changes propagate to the calling context
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@ -243,10 +243,6 @@ GraphicsPipeline::GraphicsPipeline(
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case Settings::ShaderBackend::GLASM:
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if (!sources[stage].empty()) {
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assembly_programs[stage] = CompileProgram(sources[stage], AssemblyStage(stage));
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if (in_parallel) {
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// Make sure program is built before continuing when building in parallel
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glGetString(GL_PROGRAM_ERROR_STRING_NV);
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}
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}
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break;
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case Settings::ShaderBackend::SPIRV:
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@ -256,20 +252,18 @@ GraphicsPipeline::GraphicsPipeline(
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break;
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}
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}
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if (in_parallel && backend != Settings::ShaderBackend::GLASM) {
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// Make sure programs have built if we are building shaders in parallel
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for (OGLProgram& program : source_programs) {
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if (program.handle != 0) {
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GLint status{};
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glGetProgramiv(program.handle, GL_LINK_STATUS, &status);
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}
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}
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if (in_parallel) {
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std::lock_guard 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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if (shader_notify) {
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shader_notify->MarkShaderComplete();
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}
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is_built = true;
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built_condvar.notify_one();
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}};
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if (thread_worker) {
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thread_worker->QueueWork(std::move(func));
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@ -440,7 +434,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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buffer_cache.UpdateGraphicsBuffers(is_indexed);
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buffer_cache.BindHostGeometryBuffers(is_indexed);
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if (!is_built.load(std::memory_order::relaxed)) {
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if (!IsBuilt()) {
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WaitForBuild();
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}
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const bool use_assembly{assembly_programs[0].handle != 0};
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@ -585,8 +579,26 @@ void GraphicsPipeline::GenerateTransformFeedbackState() {
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}
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void GraphicsPipeline::WaitForBuild() {
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std::unique_lock lock{built_mutex};
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built_condvar.wait(lock, [this] { return is_built.load(std::memory_order::relaxed); });
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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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bool GraphicsPipeline::IsBuilt() noexcept {
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if (is_built) {
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return true;
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}
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if (built_fence.handle == 0) {
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return false;
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}
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// Timeout of zero means this is non-blocking
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const auto sync_status = glClientWaitSync(built_fence.handle, 0, 0);
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ASSERT(sync_status != GL_WAIT_FAILED);
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is_built = sync_status != GL_TIMEOUT_EXPIRED;
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return is_built;
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}
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} // namespace OpenGL
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@ -100,9 +100,7 @@ public:
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return writes_global_memory;
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}
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[[nodiscard]] bool IsBuilt() const noexcept {
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return is_built.load(std::memory_order::relaxed);
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}
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[[nodiscard]] bool IsBuilt() noexcept;
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template <typename Spec>
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static auto MakeConfigureSpecFunc() {
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@ -154,7 +152,8 @@ private:
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std::mutex built_mutex;
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std::condition_variable built_condvar;
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std::atomic_bool is_built{false};
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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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