Files
parallel-gx1/Source/Core/VideoCommon/AsyncShaderCompiler.cpp
T
LibretroAdmin 767c898df8 Move every thread onto rthreads and add a lock-free parallel_for
No std::thread, std::async, std::future or std::promise is left. Each
thread is an sthread with a plain entry point: Common::ThreadEntry<&C::F>
turns a member function into one, Common::JoinThread joins and clears a
handle, and Common::StartDetachedThread covers the fire-and-forget users.

Common/ParallelFor.{h,c} (C89) runs fn(ctx, i) for i in [0, count) on a
persistent pool of one worker per extra core plus the caller. Jobs are
claimed with an atomic counter, workers park on an eventcount between
batches, and the batch hand-off is a seq_cst users/active pair, so there
is no lock anywhere. A caller that finds the pool busy runs its batch
serially instead of waiting. retro_deinit joins the pool.

- VolumeWii::HashGroup spawned 64 threads per 2 MiB group and
  EncryptGroup another one per core; both are now parallel_for batches
  on the pool. The H1/H2 tail is a few small hashes and runs inline.
- VolumeVerifier spawned up to five std::async threads per chunk; the
  chunk's tasks now go to one persistent worker that fans them out with
  parallel_for, still overlapping the next read. The Redump lookup is an
  sthread joined in Finish or the destructor.
- The dual-core "GPU thread" in Core only set a thread_local on itself
  and exited, since the frontend runs the GPU loop. It is gone, along
  with the non-libretro branches of Core.cpp.
- The emu thread is started through Core::StartEmuThread.
- CPU core counts come from cpu_features_get_core_amount().
2026-11-05 13:00:34 +01:00

269 lines
6.5 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/AsyncShaderCompiler.h"
#include <thread>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "Common/Thread.h"
#include "Core/Core.h"
#include "Core/System.h"
namespace VideoCommon
{
AsyncShaderCompiler::AsyncShaderCompiler()
{
}
AsyncShaderCompiler::~AsyncShaderCompiler()
{
// Pending work can be left at shutdown.
// The work item classes are expected to clean up after themselves.
ASSERT(!HasWorkerThreads());
}
void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item, u32 priority)
{
// If no worker threads are available, compile synchronously.
if (!HasWorkerThreads())
{
item->Compile();
m_completed_work.push_back(std::move(item));
}
else
{
std::lock_guard guard(m_pending_work_lock);
m_pending_work.emplace(priority, std::move(item));
m_worker_thread_wake.notify_one();
}
}
void AsyncShaderCompiler::RetrieveWorkItems()
{
std::deque<WorkItemPtr> completed_work;
{
std::lock_guard guard(m_completed_work_lock);
m_completed_work.swap(completed_work);
}
while (!completed_work.empty())
{
completed_work.front()->Retrieve();
completed_work.pop_front();
}
}
bool AsyncShaderCompiler::HasPendingWork()
{
std::lock_guard guard(m_pending_work_lock);
return !m_pending_work.empty() || m_busy_workers.load() != 0;
}
bool AsyncShaderCompiler::HasCompletedWork()
{
std::lock_guard guard(m_completed_work_lock);
return !m_completed_work.empty();
}
void AsyncShaderCompiler::ClearAllWork()
{
{
std::lock_guard guard(m_pending_work_lock);
m_pending_work.clear();
}
{
std::lock_guard guard(m_completed_work_lock);
m_completed_work.clear();
}
}
bool AsyncShaderCompiler::WaitUntilCompletion(
const std::function<void(size_t, size_t)>& progress_callback)
{
if (!HasPendingWork())
return true;
// Wait a second before opening a progress dialog.
// This way, if the operation completes quickly, we don't annoy the user.
constexpr u32 CHECK_INTERVAL_MS = 1000 / 30;
constexpr auto CHECK_INTERVAL = std::chrono::milliseconds(CHECK_INTERVAL_MS);
for (u32 i = 0; i < (1000 / CHECK_INTERVAL_MS); i++)
{
std::this_thread::sleep_for(std::chrono::milliseconds(CHECK_INTERVAL));
if (!HasPendingWork())
return true;
}
// Grab the number of pending items. We use this to work out how many are left.
size_t total_items;
{
// Safe to hold both locks here, since nowhere else does.
std::lock_guard pending_guard(m_pending_work_lock);
std::lock_guard completed_guard(m_completed_work_lock);
total_items = m_completed_work.size() + m_pending_work.size() + m_busy_workers.load() + 1;
}
// Update progress while the compiles complete.
while (Core::GetState(Core::System::GetInstance()) != Core::State::Stopping)
{
size_t remaining_items;
{
std::lock_guard pending_guard(m_pending_work_lock);
if (m_pending_work.empty() && !m_busy_workers.load())
return true;
remaining_items = m_pending_work.size();
}
progress_callback(total_items - remaining_items, total_items);
std::this_thread::sleep_for(CHECK_INTERVAL);
}
return false;
}
bool AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads)
{
if (num_worker_threads == 0)
return true;
for (u32 i = 0; i < num_worker_threads; i++)
{
void* thread_param = nullptr;
if (!WorkerThreadInitMainThread(&thread_param))
{
WARN_LOG_FMT(VIDEO, "Failed to initialize shader compiler worker thread.");
break;
}
m_worker_thread_start_result.store(false);
// The new thread takes its parameter before it signals m_init_event.
m_starting_thread_param = thread_param;
sthread_t* thr = sthread_create(Common::ThreadEntry<&AsyncShaderCompiler::WorkerThreadStart>,
this);
if (!thr)
{
WorkerThreadExit(thread_param);
WARN_LOG_FMT(VIDEO, "Failed to start shader compiler worker thread.");
break;
}
m_init_event.Wait();
if (!m_worker_thread_start_result.load())
{
WARN_LOG_FMT(VIDEO, "Failed to start shader compiler worker thread.");
Common::JoinThread(thr);
break;
}
m_worker_threads.push_back(thr);
}
return HasWorkerThreads();
}
bool AsyncShaderCompiler::ResizeWorkerThreads(u32 num_worker_threads)
{
if (m_worker_threads.size() == num_worker_threads)
return true;
StopWorkerThreads();
return StartWorkerThreads(num_worker_threads);
}
bool AsyncShaderCompiler::HasWorkerThreads() const
{
return !m_worker_threads.empty();
}
void AsyncShaderCompiler::StopWorkerThreads()
{
if (!HasWorkerThreads())
return;
// Signal worker threads to stop, and wake all of them.
{
std::lock_guard guard(m_pending_work_lock);
m_exit_flag.Set();
m_worker_thread_wake.notify_all();
}
// Wait for worker threads to exit.
for (sthread_t*& thr : m_worker_threads)
Common::JoinThread(thr);
m_worker_threads.clear();
m_exit_flag.Clear();
}
bool AsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
{
return true;
}
bool AsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
{
return true;
}
void AsyncShaderCompiler::WorkerThreadExit(void* param)
{
}
void AsyncShaderCompiler::WorkerThreadStart()
{
WorkerThreadEntryPoint(m_starting_thread_param);
}
void AsyncShaderCompiler::WorkerThreadEntryPoint(void* param)
{
Common::SetCurrentThreadName("AsyncShaderCompiler Worker");
// Initialize worker thread with backend-specific method.
if (!WorkerThreadInitWorkerThread(param))
{
WARN_LOG_FMT(VIDEO, "Failed to initialize shader compiler worker.");
m_worker_thread_start_result.store(false);
m_init_event.Set();
return;
}
m_worker_thread_start_result.store(true);
m_init_event.Set();
WorkerThreadRun();
WorkerThreadExit(param);
}
void AsyncShaderCompiler::WorkerThreadRun()
{
std::unique_lock pending_lock(m_pending_work_lock);
while (!m_exit_flag.IsSet())
{
m_worker_thread_wake.wait(pending_lock);
while (!m_pending_work.empty() && !m_exit_flag.IsSet())
{
m_busy_workers++;
auto iter = m_pending_work.begin();
WorkItemPtr item(std::move(iter->second));
m_pending_work.erase(iter);
pending_lock.unlock();
if (item->Compile())
{
std::lock_guard completed_guard(m_completed_work_lock);
m_completed_work.push_back(std::move(item));
}
pending_lock.lock();
m_busy_workers--;
}
}
}
} // namespace VideoCommon