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mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-31 14:52:11 +01:00

[dxvk] Add pipeline state cache

Stores state vectors for graphics pipelines in a file and allows
games to start compiling them in advance on subsequent launches.

Changes:
(1) Add environment variable to select the cache file path
(2) Add magic number and entry size to cache file header
This commit is contained in:
Philip Rebohle 2018-09-21 22:53:43 +02:00
parent d6742e38c5
commit 57dab630b5
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
3 changed files with 580 additions and 0 deletions

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@ -0,0 +1,392 @@
#include "dxvk_pipemanager.h"
#include "dxvk_state_cache.h"
namespace dxvk {
static const Sha1Hash g_nullHash = Sha1Hash::compute(nullptr, 0);
static const DxvkShaderKey g_nullShaderKey = DxvkShaderKey();
bool DxvkStateCacheKey::eq(const DxvkStateCacheKey& key) const {
return this->vs.eq(key.vs)
&& this->tcs.eq(key.tcs)
&& this->tes.eq(key.tes)
&& this->gs.eq(key.gs)
&& this->fs.eq(key.fs);
}
size_t DxvkStateCacheKey::hash() const {
DxvkHashState hash;
hash.add(this->vs.hash());
hash.add(this->tcs.hash());
hash.add(this->tes.hash());
hash.add(this->gs.hash());
hash.add(this->fs.hash());
return hash;
}
DxvkStateCache::DxvkStateCache(
DxvkPipelineManager* pipeManager,
DxvkRenderPassPool* passManager)
: m_pipeManager(pipeManager),
m_passManager(passManager) {
bool newFile = !readCacheFile();
// Open cache file for writing
std::ios_base::openmode mode = std::ios_base::binary;
mode |= newFile
? std::ios_base::trunc
: std::ios_base::app;
m_writerFile = std::ofstream(getCacheFileName(), mode);
if (!m_writerFile) {
// We can't write to the file, but we might still
// use cache entries previously read from the file
Logger::warn("DXVK: Failed to open state cache file");
} else if (newFile) {
Logger::warn("DXVK: Creating new state cache file");
// Write header with the current version number
DxvkStateCacheHeader header;
auto data = reinterpret_cast<const char*>(&header);
auto size = sizeof(header);
m_writerFile.write(data, size);
// Write all valid entries to the cache file in
// case we're recovering a corrupted cache file
for (auto& e : m_entries)
writeCacheEntry(m_writerFile, e);
m_writerFile.flush();
}
// Use half the available CPU cores for pipeline compilation
uint32_t numCpuCores = dxvk::thread::hardware_concurrency();
uint32_t numWorkers = numCpuCores > 8
? numCpuCores * 3 / 4
: numCpuCores * 1 / 2;
if (numWorkers < 1) numWorkers = 1;
if (numWorkers > 16) numWorkers = 16;
Logger::info(str::format("DXVK: Using ", numWorkers, " compiler threads"));
// Start the worker threads and the file writer
for (uint32_t i = 0; i < numWorkers; i++)
m_workerThreads.emplace_back([this] () { workerFunc(); });
m_writerThread = dxvk::thread([this] () { writerFunc(); });
}
DxvkStateCache::~DxvkStateCache() {
{ std::lock_guard<std::mutex> workerLock(m_workerLock);
std::lock_guard<std::mutex> writerLock(m_writerLock);
m_stopThreads.store(true);
m_workerCond.notify_all();
m_writerCond.notify_all();
}
for (auto& worker : m_workerThreads)
worker.join();
m_writerThread.join();
}
void DxvkStateCache::addGraphicsPipeline(
const DxvkStateCacheKey& shaders,
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPassFormat& format) {
if (shaders.vs.eq(g_nullShaderKey))
return;
// Do not add an entry that is already in the cache
auto entries = m_entryMap.equal_range(shaders);
for (auto e = entries.first; e != entries.second; e++) {
const DxvkStateCacheEntry& entry = m_entries[e->second];
if (entry.format.matches(format) && entry.state == state)
return;
}
// Queue a job to write this pipeline to the cache
std::unique_lock<std::mutex> lock(m_writerLock);
m_writerQueue.push({ shaders, state, format, g_nullHash });
m_writerCond.notify_one();
}
void DxvkStateCache::registerShader(const Rc<DxvkShader>& shader) {
DxvkShaderKey key = shader->getShaderKey();
if (key.eq(g_nullShaderKey))
return;
// Add the shader so we can look it up by its key
std::unique_lock<std::mutex> entryLock(m_entryLock);
m_shaderMap.insert({ key, shader });
// Deferred lock, don't stall workers unless we have to
std::unique_lock<std::mutex> workerLock;
auto pipelines = m_pipelineMap.equal_range(key);
for (auto p = pipelines.first; p != pipelines.second; p++) {
WorkerItem item;
if (!getShaderByKey(p->second.vs, item.vs)
|| !getShaderByKey(p->second.tcs, item.tcs)
|| !getShaderByKey(p->second.tes, item.tes)
|| !getShaderByKey(p->second.gs, item.gs)
|| !getShaderByKey(p->second.fs, item.fs))
continue;
if (!workerLock)
workerLock = std::unique_lock<std::mutex>(m_workerLock);
m_workerQueue.push(item);
}
if (workerLock)
m_workerCond.notify_all();
}
DxvkShaderKey DxvkStateCache::getShaderKey(const Rc<DxvkShader>& shader) const {
return shader != nullptr ? shader->getShaderKey() : g_nullShaderKey;
}
bool DxvkStateCache::getShaderByKey(
const DxvkShaderKey& key,
Rc<DxvkShader>& shader) const {
if (key.eq(g_nullShaderKey))
return true;
auto entry = m_shaderMap.find(key);
if (entry == m_shaderMap.end())
return false;
shader = entry->second;
return true;
}
void DxvkStateCache::mapPipelineToEntry(
const DxvkStateCacheKey& key,
size_t entryId) {
m_entryMap.insert({ key, entryId });
}
void DxvkStateCache::mapShaderToPipeline(
const DxvkShaderKey& shader,
const DxvkStateCacheKey& key) {
if (!shader.eq(g_nullShaderKey))
m_pipelineMap.insert({ shader, key });
}
void DxvkStateCache::compilePipelines(const WorkerItem& item) {
DxvkStateCacheKey key;
key.vs = getShaderKey(item.vs);
key.tcs = getShaderKey(item.tcs);
key.tes = getShaderKey(item.tes);
key.gs = getShaderKey(item.gs);
key.fs = getShaderKey(item.fs);
// Create the base pipeline object
auto entries = m_entryMap.equal_range(key);
auto pipeline = m_pipeManager->createGraphicsPipeline(
item.vs, item.tcs, item.tes, item.gs, item.fs);
// Compile all pipeline variations stored in the cache
for (auto e = entries.first; e != entries.second; e++) {
const auto& entry = m_entries[e->second];
auto rp = m_passManager->getRenderPass(entry.format);
pipeline->getPipelineHandle(entry.state, *rp);
}
}
bool DxvkStateCache::readCacheFile() {
// Open state file and just fail if it doesn't exist
std::ifstream ifile(getCacheFileName(), std::ios_base::binary);
if (!ifile) {
Logger::warn("DXVK: No state cache file found");
return false;
}
// The header stores the state cache version,
// we need to regenerate it if it's outdated
if (!readCacheHeader(ifile)) {
Logger::warn("DXVK: State cache out of date");
return false;
}
// Read actual cache entries from the file.
// If we encounter invalid entries, we should
// regenerate the entire state cache file.
uint32_t numInvalidEntries = 0;
while (ifile) {
DxvkStateCacheEntry entry;
if (readCacheEntry(ifile, entry)) {
size_t entryId = m_entries.size();
m_entries.push_back(entry);
mapPipelineToEntry(entry.shaders, entryId);
mapShaderToPipeline(entry.shaders.vs, entry.shaders);
mapShaderToPipeline(entry.shaders.tcs, entry.shaders);
mapShaderToPipeline(entry.shaders.tes, entry.shaders);
mapShaderToPipeline(entry.shaders.gs, entry.shaders);
mapShaderToPipeline(entry.shaders.fs, entry.shaders);
} else if (ifile) {
numInvalidEntries += 1;
}
}
Logger::info(str::format(
"DXVK: Read ", m_entries.size(),
" valid state cache entries"));
if (numInvalidEntries) {
Logger::warn(str::format(
"DXVK: Skipped ", numInvalidEntries,
" invalid state cache entries"));
}
return !numInvalidEntries;
}
bool DxvkStateCache::readCacheHeader(
std::istream& stream) const {
DxvkStateCacheHeader expected;
DxvkStateCacheHeader actual;
auto data = reinterpret_cast<char*>(&actual);
auto size = sizeof(actual);
if (!stream.read(data, size))
return false;
for (uint32_t i = 0; i < 4; i++) {
if (expected.magic[i] != actual.magic[i])
return false;
}
return expected.version == actual.version
&& expected.entrySize == actual.entrySize;
}
bool DxvkStateCache::readCacheEntry(
std::istream& stream,
DxvkStateCacheEntry& entry) const {
auto data = reinterpret_cast<char*>(&entry);
auto size = sizeof(DxvkStateCacheEntry);
if (!stream.read(data, size))
return false;
Sha1Hash expectedHash = std::exchange(entry.hash, g_nullHash);
Sha1Hash computedHash = Sha1Hash::compute(entry);
return expectedHash == computedHash;
}
void DxvkStateCache::writeCacheEntry(
std::ostream& stream,
DxvkStateCacheEntry& entry) const {
entry.hash = Sha1Hash::compute(entry);
auto data = reinterpret_cast<const char*>(&entry);
auto size = sizeof(DxvkStateCacheEntry);
stream.write(data, size);
stream.flush();
}
void DxvkStateCache::workerFunc() {
env::setThreadName(L"dxvk-shader");
while (!m_stopThreads.load()) {
WorkerItem item;
{ std::unique_lock<std::mutex> lock(m_workerLock);
m_workerCond.wait(lock, [this] () {
return m_workerQueue.size()
|| m_stopThreads.load();
});
if (m_workerQueue.size() == 0)
break;
item = m_workerQueue.front();
m_workerQueue.pop();
}
compilePipelines(item);
}
}
void DxvkStateCache::writerFunc() {
env::setThreadName(L"dxvk-writer");
while (!m_stopThreads.load()) {
DxvkStateCacheEntry entry;
{ std::unique_lock<std::mutex> lock(m_writerLock);
m_writerCond.wait(lock, [this] () {
return m_writerQueue.size()
|| m_stopThreads.load();
});
if (m_writerQueue.size() == 0)
break;
entry = m_writerQueue.front();
m_writerQueue.pop();
}
writeCacheEntry(m_writerFile, entry);
}
}
std::string DxvkStateCache::getCacheFileName() const {
std::string path = env::getEnvVar(L"DXVK_STATE_CACHE_PATH");
if (!path.empty() && *path.rbegin() != '/')
path += '/';
std::string exeName = env::getExeName();
auto extp = exeName.find_last_of('.');
if (extp != std::string::npos && exeName.substr(extp + 1) == "exe")
exeName.erase(extp);
path += exeName + ".dxvk-cache";
return path;
}
}

187
src/dxvk/dxvk_state_cache.h Normal file
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@ -0,0 +1,187 @@
#pragma once
#include <atomic>
#include <condition_variable>
#include <fstream>
#include <mutex>
#include <queue>
#include <unordered_map>
#include <vector>
#include "dxvk_pipemanager.h"
#include "dxvk_renderpass.h"
namespace dxvk {
/**
* \brief State cache entry key
*
* Stores the shader keys for all
* graphics shader stages. Used to
* look up cached state entries.
*/
struct DxvkStateCacheKey {
DxvkShaderKey vs;
DxvkShaderKey tcs;
DxvkShaderKey tes;
DxvkShaderKey gs;
DxvkShaderKey fs;
bool eq(const DxvkStateCacheKey& key) const;
size_t hash() const;
};
/**
* \brief State entry
*
* Stores the shaders used in a pipeline, as well
* as the full state vector, including its render
* pass format. This also includes a SHA-1 hash
* that is used as a check sum to verify integrity.
*/
struct DxvkStateCacheEntry {
DxvkStateCacheKey shaders;
DxvkGraphicsPipelineStateInfo state;
DxvkRenderPassFormat format;
Sha1Hash hash;
};
/**
* \brief State cache header
*
* Stores the state cache format version. If an
* existing cache file is incompatible to the
* current version, it will be discarded.
*/
struct DxvkStateCacheHeader {
char magic[4] = { 'D', 'X', 'V', 'K' };
uint32_t version = 1;
uint32_t entrySize = sizeof(DxvkStateCacheEntry);
};
static_assert(sizeof(DxvkStateCacheHeader) == 12);
/**
* \brief State cache
*
* The shader state cache stores state vectors and
* render pass formats of all pipelines used in a
* game, which allows DXVK to compile them ahead
* of time instead of compiling them on the first
* draw.
*/
class DxvkStateCache : public RcObject {
public:
DxvkStateCache(
DxvkPipelineManager* pipeManager,
DxvkRenderPassPool* passManager);
~DxvkStateCache();
/**
* Adds a graphics pipeline to the cache
*
* If the pipeline is not already cached, this
* will write a new pipeline to the cache file.
* \param [in] shaders Shader keys
* \param [in] state Graphics pipeline state
* \param [in] format Render pass format
*/
void addGraphicsPipeline(
const DxvkStateCacheKey& shaders,
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPassFormat& format);
/**
* \brief Registers a newly compiled shader
*
* Makes the shader available to the pipeline
* compiler, and starts compiling all pipelines
* for which all shaders become available.
* \param [in] shader The shader to add
*/
void registerShader(
const Rc<DxvkShader>& shader);
private:
using WorkerItem = DxvkGraphicsPipelineKey;
using WriterItem = DxvkStateCacheEntry;
DxvkPipelineManager* m_pipeManager;
DxvkRenderPassPool* m_passManager;
std::vector<DxvkStateCacheEntry> m_entries;
std::atomic<bool> m_stopThreads = { false };
std::mutex m_entryLock;
std::unordered_multimap<
DxvkStateCacheKey, size_t,
DxvkHash, DxvkEq> m_entryMap;
std::unordered_multimap<
DxvkShaderKey, DxvkStateCacheKey,
DxvkHash, DxvkEq> m_pipelineMap;
std::unordered_map<
DxvkShaderKey, Rc<DxvkShader>,
DxvkHash, DxvkEq> m_shaderMap;
std::mutex m_workerLock;
std::condition_variable m_workerCond;
std::queue<WorkerItem> m_workerQueue;
std::vector<dxvk::thread> m_workerThreads;
std::mutex m_writerLock;
std::condition_variable m_writerCond;
std::queue<WriterItem> m_writerQueue;
std::ofstream m_writerFile;
dxvk::thread m_writerThread;
DxvkShaderKey getShaderKey(
const Rc<DxvkShader>& shader) const;
bool getShaderByKey(
const DxvkShaderKey& key,
Rc<DxvkShader>& shader) const;
void mapPipelineToEntry(
const DxvkStateCacheKey& key,
size_t entryId);
void mapShaderToPipeline(
const DxvkShaderKey& shader,
const DxvkStateCacheKey& key);
void compilePipelines(
const WorkerItem& item);
bool readCacheFile();
bool readCacheHeader(
std::istream& stream) const;
bool readCacheEntry(
std::istream& stream,
DxvkStateCacheEntry& entry) const;
void writeCacheEntry(
std::ostream& stream,
DxvkStateCacheEntry& entry) const;
void workerFunc();
void writerFunc();
std::string getCacheFileName() const;
};
}

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@ -73,6 +73,7 @@ dxvk_src = files([
'dxvk_shader_key.cpp',
'dxvk_spec_const.cpp',
'dxvk_staging.cpp',
'dxvk_state_cache.cpp',
'dxvk_stats.cpp',
'dxvk_surface.cpp',
'dxvk_swapchain.cpp',