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-rw-r--r--src/common/CMakeLists.txt68
-rw-r--r--src/common/logging/filter.cpp4
-rw-r--r--src/common/logging/types.h4
-rw-r--r--src/common/scm_rev.cpp.in2
-rw-r--r--src/common/settings.cpp8
-rw-r--r--src/common/settings.h34
-rw-r--r--src/common/thread_worker.cpp58
-rw-r--r--src/common/thread_worker.h103
-rw-r--r--src/common/unique_function.h62
-rw-r--r--src/common/uuid.h5
10 files changed, 197 insertions, 151 deletions
diff --git a/src/common/CMakeLists.txt b/src/common/CMakeLists.txt
index a6fa9a85d..57922b51c 100644
--- a/src/common/CMakeLists.txt
+++ b/src/common/CMakeLists.txt
@@ -1,8 +1,3 @@
-# Add a custom command to generate a new shader_cache_version hash when any of the following files change
-# NOTE: This is an approximation of what files affect shader generation, its possible something else
-# could affect the result, but much more unlikely than the following files. Keeping a list of files
-# like this allows for much better caching since it doesn't force the user to recompile binary shaders every update
-set(VIDEO_CORE "${CMAKE_SOURCE_DIR}/src/video_core")
if (DEFINED ENV{AZURECIREPO})
set(BUILD_REPOSITORY $ENV{AZURECIREPO})
endif()
@@ -30,64 +25,7 @@ add_custom_command(OUTPUT scm_rev.cpp
-DGIT_EXECUTABLE=${GIT_EXECUTABLE}
-P ${CMAKE_SOURCE_DIR}/CMakeModules/GenerateSCMRev.cmake
DEPENDS
- # WARNING! It was too much work to try and make a common location for this list,
- # so if you need to change it, please update CMakeModules/GenerateSCMRev.cmake as well
- "${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.cpp"
- "${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.h"
- "${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp"
- "${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h"
- "${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp"
- "${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.h"
- "${VIDEO_CORE}/renderer_opengl/gl_shader_disk_cache.cpp"
- "${VIDEO_CORE}/renderer_opengl/gl_shader_disk_cache.h"
- "${VIDEO_CORE}/shader/decode/arithmetic.cpp"
- "${VIDEO_CORE}/shader/decode/arithmetic_half.cpp"
- "${VIDEO_CORE}/shader/decode/arithmetic_half_immediate.cpp"
- "${VIDEO_CORE}/shader/decode/arithmetic_immediate.cpp"
- "${VIDEO_CORE}/shader/decode/arithmetic_integer.cpp"
- "${VIDEO_CORE}/shader/decode/arithmetic_integer_immediate.cpp"
- "${VIDEO_CORE}/shader/decode/bfe.cpp"
- "${VIDEO_CORE}/shader/decode/bfi.cpp"
- "${VIDEO_CORE}/shader/decode/conversion.cpp"
- "${VIDEO_CORE}/shader/decode/ffma.cpp"
- "${VIDEO_CORE}/shader/decode/float_set.cpp"
- "${VIDEO_CORE}/shader/decode/float_set_predicate.cpp"
- "${VIDEO_CORE}/shader/decode/half_set.cpp"
- "${VIDEO_CORE}/shader/decode/half_set_predicate.cpp"
- "${VIDEO_CORE}/shader/decode/hfma2.cpp"
- "${VIDEO_CORE}/shader/decode/image.cpp"
- "${VIDEO_CORE}/shader/decode/integer_set.cpp"
- "${VIDEO_CORE}/shader/decode/integer_set_predicate.cpp"
- "${VIDEO_CORE}/shader/decode/memory.cpp"
- "${VIDEO_CORE}/shader/decode/texture.cpp"
- "${VIDEO_CORE}/shader/decode/other.cpp"
- "${VIDEO_CORE}/shader/decode/predicate_set_predicate.cpp"
- "${VIDEO_CORE}/shader/decode/predicate_set_register.cpp"
- "${VIDEO_CORE}/shader/decode/register_set_predicate.cpp"
- "${VIDEO_CORE}/shader/decode/shift.cpp"
- "${VIDEO_CORE}/shader/decode/video.cpp"
- "${VIDEO_CORE}/shader/decode/warp.cpp"
- "${VIDEO_CORE}/shader/decode/xmad.cpp"
- "${VIDEO_CORE}/shader/ast.cpp"
- "${VIDEO_CORE}/shader/ast.h"
- "${VIDEO_CORE}/shader/compiler_settings.cpp"
- "${VIDEO_CORE}/shader/compiler_settings.h"
- "${VIDEO_CORE}/shader/control_flow.cpp"
- "${VIDEO_CORE}/shader/control_flow.h"
- "${VIDEO_CORE}/shader/decode.cpp"
- "${VIDEO_CORE}/shader/expr.cpp"
- "${VIDEO_CORE}/shader/expr.h"
- "${VIDEO_CORE}/shader/node.h"
- "${VIDEO_CORE}/shader/node_helper.cpp"
- "${VIDEO_CORE}/shader/node_helper.h"
- "${VIDEO_CORE}/shader/registry.cpp"
- "${VIDEO_CORE}/shader/registry.h"
- "${VIDEO_CORE}/shader/shader_ir.cpp"
- "${VIDEO_CORE}/shader/shader_ir.h"
- "${VIDEO_CORE}/shader/track.cpp"
- "${VIDEO_CORE}/shader/transform_feedback.cpp"
- "${VIDEO_CORE}/shader/transform_feedback.h"
- # and also check that the scm_rev files haven't changed
+ # Check that the scm_rev files haven't changed
"${CMAKE_CURRENT_SOURCE_DIR}/scm_rev.cpp.in"
"${CMAKE_CURRENT_SOURCE_DIR}/scm_rev.h"
# technically we should regenerate if the git version changed, but its not worth the effort imo
@@ -180,7 +118,6 @@ add_library(common STATIC
thread.cpp
thread.h
thread_queue_list.h
- thread_worker.cpp
thread_worker.h
threadsafe_queue.h
time_zone.cpp
@@ -188,6 +125,7 @@ add_library(common STATIC
tiny_mt.h
tree.h
uint128.h
+ unique_function.h
uuid.cpp
uuid.h
vector_math.h
@@ -231,7 +169,7 @@ endif()
create_target_directory_groups(common)
-target_link_libraries(common PUBLIC ${Boost_LIBRARIES} fmt::fmt microprofile)
+target_link_libraries(common PUBLIC ${Boost_LIBRARIES} fmt::fmt microprofile Threads::Threads)
target_link_libraries(common PRIVATE lz4::lz4 xbyak)
if (MSVC)
target_link_libraries(common PRIVATE zstd::zstd)
diff --git a/src/common/logging/filter.cpp b/src/common/logging/filter.cpp
index 4f2cc29e1..f055f0e11 100644
--- a/src/common/logging/filter.cpp
+++ b/src/common/logging/filter.cpp
@@ -144,6 +144,10 @@ bool ParseFilterRule(Filter& instance, Iterator begin, Iterator end) {
SUB(Render, Software) \
SUB(Render, OpenGL) \
SUB(Render, Vulkan) \
+ CLS(Shader) \
+ SUB(Shader, SPIRV) \
+ SUB(Shader, GLASM) \
+ SUB(Shader, GLSL) \
CLS(Audio) \
SUB(Audio, DSP) \
SUB(Audio, Sink) \
diff --git a/src/common/logging/types.h b/src/common/logging/types.h
index 88b0e9c01..7ad0334fc 100644
--- a/src/common/logging/types.h
+++ b/src/common/logging/types.h
@@ -114,6 +114,10 @@ enum class Class : u8 {
Render_Software, ///< Software renderer backend
Render_OpenGL, ///< OpenGL backend
Render_Vulkan, ///< Vulkan backend
+ Shader, ///< Shader recompiler
+ Shader_SPIRV, ///< Shader SPIR-V code generation
+ Shader_GLASM, ///< Shader GLASM code generation
+ Shader_GLSL, ///< Shader GLSL code generation
Audio, ///< Audio emulation
Audio_DSP, ///< The HLE implementation of the DSP
Audio_Sink, ///< Emulator audio output backend
diff --git a/src/common/scm_rev.cpp.in b/src/common/scm_rev.cpp.in
index 5f126f324..cc88994c6 100644
--- a/src/common/scm_rev.cpp.in
+++ b/src/common/scm_rev.cpp.in
@@ -14,7 +14,6 @@
#define BUILD_ID "@BUILD_ID@"
#define TITLE_BAR_FORMAT_IDLE "@TITLE_BAR_FORMAT_IDLE@"
#define TITLE_BAR_FORMAT_RUNNING "@TITLE_BAR_FORMAT_RUNNING@"
-#define SHADER_CACHE_VERSION "@SHADER_CACHE_VERSION@"
namespace Common {
@@ -28,7 +27,6 @@ const char g_build_version[] = BUILD_VERSION;
const char g_build_id[] = BUILD_ID;
const char g_title_bar_format_idle[] = TITLE_BAR_FORMAT_IDLE;
const char g_title_bar_format_running[] = TITLE_BAR_FORMAT_RUNNING;
-const char g_shader_cache_version[] = SHADER_CACHE_VERSION;
} // namespace
diff --git a/src/common/settings.cpp b/src/common/settings.cpp
index 0061e29cc..66268ea0f 100644
--- a/src/common/settings.cpp
+++ b/src/common/settings.cpp
@@ -57,7 +57,7 @@ void LogSettings() {
log_setting("Renderer_UseNvdecEmulation", values.use_nvdec_emulation.GetValue());
log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
- log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
+ log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
log_setting("Renderer_UseGarbageCollection", values.use_caches_gc.GetValue());
log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
@@ -93,7 +93,7 @@ bool IsGPULevelHigh() {
}
bool IsFastmemEnabled() {
- if (values.cpu_accuracy.GetValue() == CPUAccuracy::DebugMode) {
+ if (values.cpu_debug_mode) {
return static_cast<bool>(values.cpuopt_fastmem);
}
return true;
@@ -103,7 +103,7 @@ float Volume() {
if (values.audio_muted) {
return 0.0f;
}
- return values.volume.GetValue();
+ return values.volume.GetValue() / 100.0f;
}
void RestoreGlobalState(bool is_powered_on) {
@@ -140,7 +140,7 @@ void RestoreGlobalState(bool is_powered_on) {
values.use_nvdec_emulation.SetGlobal(true);
values.accelerate_astc.SetGlobal(true);
values.use_vsync.SetGlobal(true);
- values.use_assembly_shaders.SetGlobal(true);
+ values.shader_backend.SetGlobal(true);
values.use_asynchronous_shaders.SetGlobal(true);
values.use_fast_gpu_time.SetGlobal(true);
values.use_caches_gc.SetGlobal(true);
diff --git a/src/common/settings.h b/src/common/settings.h
index bf83186f5..32dfb1d9f 100644
--- a/src/common/settings.h
+++ b/src/common/settings.h
@@ -24,6 +24,12 @@ enum class RendererBackend : u32 {
Vulkan = 1,
};
+enum class ShaderBackend : u32 {
+ GLSL = 0,
+ GLASM = 1,
+ SPIRV = 2,
+};
+
enum class GPUAccuracy : u32 {
Normal = 0,
High = 1,
@@ -31,9 +37,9 @@ enum class GPUAccuracy : u32 {
};
enum class CPUAccuracy : u32 {
- Accurate = 0,
- Unsafe = 1,
- DebugMode = 2,
+ Auto = 0,
+ Accurate = 1,
+ Unsafe = 2,
};
/** The BasicSetting class is a simple resource manager. It defines a label and default value
@@ -278,13 +284,16 @@ struct Values {
BasicSetting<std::string> sink_id{"auto", "output_engine"};
BasicSetting<bool> audio_muted{false, "audio_muted"};
Setting<bool> enable_audio_stretching{true, "enable_audio_stretching"};
- Setting<float> volume{1.0f, "volume"};
+ Setting<u8> volume{100, "volume"};
// Core
Setting<bool> use_multi_core{true, "use_multi_core"};
// Cpu
- Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Accurate, "cpu_accuracy"};
+ Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, "cpu_accuracy"};
+ // TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
+ BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
+ BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
BasicSetting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
BasicSetting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
@@ -305,6 +314,9 @@ struct Values {
// Renderer
Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL, "backend"};
BasicSetting<bool> renderer_debug{false, "debug"};
+ BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
+ BasicSetting<bool> disable_shader_loop_safety_checks{false,
+ "disable_shader_loop_safety_checks"};
Setting<int> vulkan_device{0, "vulkan_device"};
Setting<u16> resolution_factor{1, "resolution_factor"};
@@ -327,15 +339,15 @@ struct Values {
Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
Setting<bool> accelerate_astc{true, "accelerate_astc"};
Setting<bool> use_vsync{true, "use_vsync"};
- Setting<bool> disable_fps_limit{false, "disable_fps_limit"};
- Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"};
+ BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
+ Setting<ShaderBackend> shader_backend{ShaderBackend::GLASM, "shader_backend"};
Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
Setting<bool> use_caches_gc{false, "use_caches_gc"};
- Setting<float> bg_red{0.0f, "bg_red"};
- Setting<float> bg_green{0.0f, "bg_green"};
- Setting<float> bg_blue{0.0f, "bg_blue"};
+ Setting<u8> bg_red{0, "bg_red"};
+ Setting<u8> bg_green{0, "bg_green"};
+ Setting<u8> bg_blue{0, "bg_blue"};
// System
Setting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"};
@@ -365,7 +377,7 @@ struct Values {
"udp_input_servers"};
BasicSetting<bool> mouse_panning{false, "mouse_panning"};
- BasicSetting<float> mouse_panning_sensitivity{1.0f, "mouse_panning_sensitivity"};
+ BasicSetting<u8> mouse_panning_sensitivity{10, "mouse_panning_sensitivity"};
BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
std::string mouse_device;
MouseButtonsRaw mouse_buttons;
diff --git a/src/common/thread_worker.cpp b/src/common/thread_worker.cpp
deleted file mode 100644
index 8f9bf447a..000000000
--- a/src/common/thread_worker.cpp
+++ /dev/null
@@ -1,58 +0,0 @@
-// Copyright 2020 yuzu emulator team
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include "common/thread.h"
-#include "common/thread_worker.h"
-
-namespace Common {
-
-ThreadWorker::ThreadWorker(std::size_t num_workers, const std::string& name) {
- for (std::size_t i = 0; i < num_workers; ++i)
- threads.emplace_back([this, thread_name{std::string{name}}] {
- Common::SetCurrentThreadName(thread_name.c_str());
-
- // Wait for first request
- {
- std::unique_lock lock{queue_mutex};
- condition.wait(lock, [this] { return stop || !requests.empty(); });
- }
-
- while (true) {
- std::function<void()> task;
-
- {
- std::unique_lock lock{queue_mutex};
- condition.wait(lock, [this] { return stop || !requests.empty(); });
- if (stop || requests.empty()) {
- return;
- }
- task = std::move(requests.front());
- requests.pop();
- }
-
- task();
- }
- });
-}
-
-ThreadWorker::~ThreadWorker() {
- {
- std::unique_lock lock{queue_mutex};
- stop = true;
- }
- condition.notify_all();
- for (std::thread& thread : threads) {
- thread.join();
- }
-}
-
-void ThreadWorker::QueueWork(std::function<void()>&& work) {
- {
- std::unique_lock lock{queue_mutex};
- requests.emplace(work);
- }
- condition.notify_one();
-}
-
-} // namespace Common
diff --git a/src/common/thread_worker.h b/src/common/thread_worker.h
index f1859971f..cd0017726 100644
--- a/src/common/thread_worker.h
+++ b/src/common/thread_worker.h
@@ -5,26 +5,113 @@
#pragma once
#include <atomic>
+#include <condition_variable>
#include <functional>
#include <mutex>
+#include <stop_token>
#include <string>
+#include <thread>
+#include <type_traits>
#include <vector>
#include <queue>
+#include "common/thread.h"
+#include "common/unique_function.h"
+
namespace Common {
-class ThreadWorker final {
+template <class StateType = void>
+class StatefulThreadWorker {
+ static constexpr bool with_state = !std::is_same_v<StateType, void>;
+
+ struct DummyCallable {
+ int operator()() const noexcept {
+ return 0;
+ }
+ };
+
+ using Task =
+ std::conditional_t<with_state, UniqueFunction<void, StateType*>, UniqueFunction<void>>;
+ using StateMaker = std::conditional_t<with_state, std::function<StateType()>, DummyCallable>;
+
public:
- explicit ThreadWorker(std::size_t num_workers, const std::string& name);
- ~ThreadWorker();
- void QueueWork(std::function<void()>&& work);
+ explicit StatefulThreadWorker(size_t num_workers, std::string name, StateMaker func = {})
+ : workers_queued{num_workers}, thread_name{std::move(name)} {
+ const auto lambda = [this, func](std::stop_token stop_token) {
+ Common::SetCurrentThreadName(thread_name.c_str());
+ {
+ [[maybe_unused]] std::conditional_t<with_state, StateType, int> state{func()};
+ while (!stop_token.stop_requested()) {
+ Task task;
+ {
+ std::unique_lock lock{queue_mutex};
+ if (requests.empty()) {
+ wait_condition.notify_all();
+ }
+ condition.wait(lock, stop_token, [this] { return !requests.empty(); });
+ if (stop_token.stop_requested()) {
+ break;
+ }
+ task = std::move(requests.front());
+ requests.pop();
+ }
+ if constexpr (with_state) {
+ task(&state);
+ } else {
+ task();
+ }
+ ++work_done;
+ }
+ }
+ ++workers_stopped;
+ wait_condition.notify_all();
+ };
+ threads.reserve(num_workers);
+ for (size_t i = 0; i < num_workers; ++i) {
+ threads.emplace_back(lambda);
+ }
+ }
+
+ StatefulThreadWorker& operator=(const StatefulThreadWorker&) = delete;
+ StatefulThreadWorker(const StatefulThreadWorker&) = delete;
+
+ StatefulThreadWorker& operator=(StatefulThreadWorker&&) = delete;
+ StatefulThreadWorker(StatefulThreadWorker&&) = delete;
+
+ void QueueWork(Task work) {
+ {
+ std::unique_lock lock{queue_mutex};
+ requests.emplace(std::move(work));
+ ++work_scheduled;
+ }
+ condition.notify_one();
+ }
+
+ void WaitForRequests(std::stop_token stop_token = {}) {
+ std::stop_callback callback(stop_token, [this] {
+ for (auto& thread : threads) {
+ thread.request_stop();
+ }
+ });
+ std::unique_lock lock{queue_mutex};
+ wait_condition.wait(lock, [this] {
+ return workers_stopped >= workers_queued || work_done >= work_scheduled;
+ });
+ }
private:
- std::vector<std::thread> threads;
- std::queue<std::function<void()>> requests;
+ std::queue<Task> requests;
std::mutex queue_mutex;
- std::condition_variable condition;
- std::atomic_bool stop{};
+ std::condition_variable_any condition;
+ std::condition_variable wait_condition;
+ std::atomic<size_t> work_scheduled{};
+ std::atomic<size_t> work_done{};
+ std::atomic<size_t> workers_stopped{};
+ std::atomic<size_t> workers_queued{};
+ std::string thread_name;
+ std::vector<std::jthread> threads;
};
+using ThreadWorker = StatefulThreadWorker<>;
+
} // namespace Common
diff --git a/src/common/unique_function.h b/src/common/unique_function.h
new file mode 100644
index 000000000..ca0559071
--- /dev/null
+++ b/src/common/unique_function.h
@@ -0,0 +1,62 @@
+// Copyright 2021 yuzu emulator team
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <memory>
+#include <utility>
+
+namespace Common {
+
+/// General purpose function wrapper similar to std::function.
+/// Unlike std::function, the captured values don't have to be copyable.
+/// This class can be moved but not copied.
+template <typename ResultType, typename... Args>
+class UniqueFunction {
+ class CallableBase {
+ public:
+ virtual ~CallableBase() = default;
+ virtual ResultType operator()(Args&&...) = 0;
+ };
+
+ template <typename Functor>
+ class Callable final : public CallableBase {
+ public:
+ Callable(Functor&& functor_) : functor{std::move(functor_)} {}
+ ~Callable() override = default;
+
+ ResultType operator()(Args&&... args) override {
+ return functor(std::forward<Args>(args)...);
+ }
+
+ private:
+ Functor functor;
+ };
+
+public:
+ UniqueFunction() = default;
+
+ template <typename Functor>
+ UniqueFunction(Functor&& functor)
+ : callable{std::make_unique<Callable<Functor>>(std::move(functor))} {}
+
+ UniqueFunction& operator=(UniqueFunction&& rhs) noexcept = default;
+ UniqueFunction(UniqueFunction&& rhs) noexcept = default;
+
+ UniqueFunction& operator=(const UniqueFunction&) = delete;
+ UniqueFunction(const UniqueFunction&) = delete;
+
+ ResultType operator()(Args&&... args) const {
+ return (*callable)(std::forward<Args>(args)...);
+ }
+
+ explicit operator bool() const noexcept {
+ return static_cast<bool>(callable);
+ }
+
+private:
+ std::unique_ptr<CallableBase> callable;
+};
+
+} // namespace Common
diff --git a/src/common/uuid.h b/src/common/uuid.h
index 2e7a18405..0ffa37e7c 100644
--- a/src/common/uuid.h
+++ b/src/common/uuid.h
@@ -20,12 +20,11 @@ struct UUID {
constexpr explicit UUID(const u64 lo, const u64 hi) : uuid{{lo, hi}} {}
[[nodiscard]] constexpr explicit operator bool() const {
- return uuid[0] != INVALID_UUID[0] && uuid[1] != INVALID_UUID[1];
+ return uuid != INVALID_UUID;
}
[[nodiscard]] constexpr bool operator==(const UUID& rhs) const {
- // TODO(DarkLordZach): Replace with uuid == rhs.uuid with C++20
- return uuid[0] == rhs.uuid[0] && uuid[1] == rhs.uuid[1];
+ return uuid == rhs.uuid;
}
[[nodiscard]] constexpr bool operator!=(const UUID& rhs) const {