Merge pull request #10916 from ameerj/lolmem

OpenGL: Add Local Memory warmup shader for Nvidia
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liamwhite 2023-06-27 11:21:10 -04:00 committed by GitHub
commit dafbc86366
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14 changed files with 94 additions and 1 deletions

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@ -461,7 +461,7 @@ std::string EmitGLASM(const Profile& profile, const RuntimeInfo& runtime_info, I
header += fmt::format("R{},", index);
}
if (program.local_memory_size > 0) {
header += fmt::format("lmem[{}],", program.local_memory_size);
header += fmt::format("lmem[{}],", Common::DivCeil(program.local_memory_size, 4U));
}
if (program.info.uses_fswzadd) {
header += "FSWZA[4],FSWZB[4],";

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@ -424,6 +424,10 @@ void VisitUsages(Info& info, IR::Inst& inst) {
info.used_constant_buffer_types |= IR::Type::U32 | IR::Type::U32x2;
info.used_storage_buffer_types |= IR::Type::U32 | IR::Type::U32x2 | IR::Type::U32x4;
break;
case IR::Opcode::LoadLocal:
case IR::Opcode::WriteLocal:
info.uses_local_memory = true;
break;
default:
break;
}

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@ -172,6 +172,7 @@ struct Info {
bool stores_indexed_attributes{};
bool stores_global_memory{};
bool uses_local_memory{};
bool uses_fp16{};
bool uses_fp64{};

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@ -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

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@ -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);
}

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@ -63,6 +63,7 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
writes_global_memory = !use_storage_buffers &&
std::ranges::any_of(info.storage_buffers_descriptors,
[](const auto& desc) { return desc.is_written; });
uses_local_memory = info.uses_local_memory;
if (force_context_flush) {
std::scoped_lock lock{built_mutex};
built_fence.Create();

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@ -59,6 +59,10 @@ public:
return writes_global_memory;
}
[[nodiscard]] bool UsesLocalMemory() const noexcept {
return uses_local_memory;
}
void SetEngine(Tegra::Engines::KeplerCompute* kepler_compute_,
Tegra::MemoryManager* gpu_memory_) {
kepler_compute = kepler_compute_;
@ -84,6 +88,7 @@ private:
bool use_storage_buffers{};
bool writes_global_memory{};
bool uses_local_memory{};
std::mutex built_mutex;
std::condition_variable built_condvar;

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@ -194,6 +194,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
has_bool_ref_bug = true;
}
}
has_lmem_perf_bug = is_nvidia;
strict_context_required = emu_window.StrictContextRequired();
// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.

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@ -192,6 +192,10 @@ public:
return supports_conditional_barriers;
}
bool HasLmemPerfBug() const {
return has_lmem_perf_bug;
}
private:
static bool TestVariableAoffi();
static bool TestPreciseBug();
@ -238,6 +242,7 @@ private:
bool can_report_memory{};
bool strict_context_required{};
bool supports_conditional_barriers{};
bool has_lmem_perf_bug{};
std::string vendor_name;
};

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@ -215,6 +215,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
writes_global_memory |= std::ranges::any_of(
info.storage_buffers_descriptors, [](const auto& desc) { return desc.is_written; });
uses_local_memory |= info.uses_local_memory;
}
ASSERT(num_textures <= MAX_TEXTURES);
ASSERT(num_images <= MAX_IMAGES);

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@ -98,6 +98,10 @@ public:
return writes_global_memory;
}
[[nodiscard]] bool UsesLocalMemory() const noexcept {
return uses_local_memory;
}
[[nodiscard]] bool IsBuilt() noexcept;
template <typename Spec>
@ -146,6 +150,7 @@ private:
bool use_storage_buffers{};
bool writes_global_memory{};
bool uses_local_memory{};
static constexpr std::size_t XFB_ENTRY_STRIDE = 3;
GLsizei num_xfb_attribs{};

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@ -222,6 +222,9 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
gpu.TickWork();
std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
if (pipeline->UsesLocalMemory()) {
program_manager.LocalMemoryWarmup();
}
pipeline->SetEngine(maxwell3d, gpu_memory);
pipeline->Configure(is_indexed);
@ -371,6 +374,9 @@ void RasterizerOpenGL::DispatchCompute() {
if (!pipeline) {
return;
}
if (pipeline->UsesLocalMemory()) {
program_manager.LocalMemoryWarmup();
}
pipeline->SetEngine(kepler_compute, gpu_memory);
pipeline->Configure();
const auto& qmd{kepler_compute->launch_description};

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@ -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 {
@ -17,6 +19,10 @@ ProgramManager::ProgramManager(const Device& device) {
if (device.UseAssemblyShaders()) {
glEnable(GL_COMPUTE_PROGRAM_NV);
}
if (device.HasLmemPerfBug()) {
lmem_warmup_program =
CreateProgram(HostShaders::OPENGL_LMEM_WARMUP_COMP, GL_COMPUTE_SHADER);
}
}
void ProgramManager::BindComputeProgram(GLuint program) {
@ -98,6 +104,13 @@ void ProgramManager::BindAssemblyPrograms(std::span<const OGLAssemblyProgram, NU
void ProgramManager::RestoreGuestCompute() {}
void ProgramManager::LocalMemoryWarmup() {
if (lmem_warmup_program.handle != 0) {
BindComputeProgram(lmem_warmup_program.handle);
glDispatchCompute(1, 1, 1);
}
}
void ProgramManager::BindPipeline() {
if (!is_pipeline_bound) {
is_pipeline_bound = true;

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@ -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