mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-15 22:54:00 +00:00
OpenGL: Add Local Memory warmup shader
This commit is contained in:
parent
3a991f3aef
commit
82107b33a2
5 changed files with 62 additions and 1 deletions
|
@ -33,6 +33,7 @@ set(SHADER_FILES
|
|||
opengl_fidelityfx_fsr.frag
|
||||
opengl_fidelityfx_fsr_easu.frag
|
||||
opengl_fidelityfx_fsr_rcas.frag
|
||||
opengl_lmem_warmup.comp
|
||||
opengl_present.frag
|
||||
opengl_present.vert
|
||||
opengl_present_scaleforce.frag
|
||||
|
|
47
src/video_core/host_shaders/opengl_lmem_warmup.comp
Normal file
47
src/video_core/host_shaders/opengl_lmem_warmup.comp
Normal file
|
@ -0,0 +1,47 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
// This shader is a workaround for a quirk in NVIDIA OpenGL drivers
|
||||
// Shaders using local memory see a great performance benefit if a shader that was dispatched
|
||||
// before it had more local memory allocated.
|
||||
// This shader allocates the maximum local memory allowed on NVIDIA drivers to ensure that
|
||||
// subsequent shaders see the performance boost.
|
||||
|
||||
// NOTE: This shader does no actual meaningful work and returns immediately,
|
||||
// it is simply a means to have the driver expect a shader using lots of local memory.
|
||||
|
||||
#version 450
|
||||
|
||||
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
layout(location = 0) uniform uint uniform_data;
|
||||
|
||||
layout(binding = 0, rgba8) uniform writeonly restrict image2DArray dest_image;
|
||||
|
||||
#define MAX_LMEM_SIZE 4080 // Size chosen to avoid errors in Nvidia's GLSL compiler
|
||||
#define NUM_LMEM_CONSTANTS 1
|
||||
#define ARRAY_SIZE MAX_LMEM_SIZE - NUM_LMEM_CONSTANTS
|
||||
|
||||
uint lmem_0[ARRAY_SIZE];
|
||||
const uvec4 constant_values[NUM_LMEM_CONSTANTS] = uvec4[](uvec4(0));
|
||||
|
||||
void main() {
|
||||
const uint global_id = gl_GlobalInvocationID.x;
|
||||
if (global_id <= 128) {
|
||||
// Since the shader is called with a dispatch of 1x1x1
|
||||
// This should always be the case, and this shader will not actually execute
|
||||
return;
|
||||
}
|
||||
for (uint t = 0; t < uniform_data; t++) {
|
||||
const uint offset = (t * uniform_data);
|
||||
lmem_0[offset] = t;
|
||||
}
|
||||
const uint offset = (gl_GlobalInvocationID.y * uniform_data + gl_GlobalInvocationID.x);
|
||||
const uint value = lmem_0[offset];
|
||||
const uint const_value = constant_values[offset / 4][offset % 4];
|
||||
const uvec4 color = uvec4(value + const_value);
|
||||
|
||||
// A "side-effect" is needed so the variables don't get optimized out,
|
||||
// but this should never execute so there should be no clobbering of previously bound state.
|
||||
imageStore(dest_image, ivec3(gl_GlobalInvocationID), color);
|
||||
}
|
|
@ -222,6 +222,7 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
|
|||
gpu.TickWork();
|
||||
|
||||
std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
|
||||
program_manager.LocalMemoryWarmup();
|
||||
pipeline->SetEngine(maxwell3d, gpu_memory);
|
||||
pipeline->Configure(is_indexed);
|
||||
|
||||
|
@ -371,6 +372,7 @@ void RasterizerOpenGL::DispatchCompute() {
|
|||
if (!pipeline) {
|
||||
return;
|
||||
}
|
||||
program_manager.LocalMemoryWarmup();
|
||||
pipeline->SetEngine(kepler_compute, gpu_memory);
|
||||
pipeline->Configure();
|
||||
const auto& qmd{kepler_compute->launch_description};
|
||||
|
|
|
@ -3,7 +3,9 @@
|
|||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "video_core/host_shaders/opengl_lmem_warmup_comp.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
|
@ -12,7 +14,8 @@ static constexpr std::array ASSEMBLY_PROGRAM_ENUMS{
|
|||
GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV,
|
||||
};
|
||||
|
||||
ProgramManager::ProgramManager(const Device& device) {
|
||||
ProgramManager::ProgramManager(const Device& device)
|
||||
: lmem_warmup_program(CreateProgram(HostShaders::OPENGL_LMEM_WARMUP_COMP, GL_COMPUTE_SHADER)) {
|
||||
glCreateProgramPipelines(1, &pipeline.handle);
|
||||
if (device.UseAssemblyShaders()) {
|
||||
glEnable(GL_COMPUTE_PROGRAM_NV);
|
||||
|
@ -98,6 +101,11 @@ void ProgramManager::BindAssemblyPrograms(std::span<const OGLAssemblyProgram, NU
|
|||
|
||||
void ProgramManager::RestoreGuestCompute() {}
|
||||
|
||||
void ProgramManager::LocalMemoryWarmup() {
|
||||
BindComputeProgram(lmem_warmup_program.handle);
|
||||
glDispatchCompute(1, 1, 1);
|
||||
}
|
||||
|
||||
void ProgramManager::BindPipeline() {
|
||||
if (!is_pipeline_bound) {
|
||||
is_pipeline_bound = true;
|
||||
|
|
|
@ -30,6 +30,8 @@ public:
|
|||
|
||||
void RestoreGuestCompute();
|
||||
|
||||
void LocalMemoryWarmup();
|
||||
|
||||
private:
|
||||
void BindPipeline();
|
||||
|
||||
|
@ -44,6 +46,7 @@ private:
|
|||
u32 current_stage_mask = 0;
|
||||
std::array<GLuint, NUM_STAGES> current_programs{};
|
||||
GLuint current_assembly_compute_program = 0;
|
||||
OGLProgram lmem_warmup_program;
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
||||
|
|
Loading…
Reference in a new issue