pipeline: persist shaders and pipelines per game and prewarm them at boot

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nmzik committed 2026-10-25 02:20:44 +02:00
1 parent 9210264d47
commit ec8b75b244
13 files changed
+571 -38

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@@ -11,7 +11,6 @@
#include "graphics/guest_gpu/hardwareContext.h"
#include "graphics/host_gpu/renderer/renderContext.h"
#include "graphics/shader/recompiler/ShaderRecompiler.h"
#include "graphics/shader/recompiler/Tessellation.h"
#include "graphics/shader/recompiler/frontend/decode/ShaderDecoder.h"
#include "graphics/shader/shaderCompiler.h"
#include "graphics/shader/shaderVertexMetadata.h"
@@ -53,8 +52,6 @@ struct ShaderMapEntry {
static std::unique_ptr<std::unordered_map<uint64_t, ShaderMapEntry>> g_shader_map;
static std::mutex g_shader_map_mutex;
static std::unordered_map<uint64_t, ShaderTessellationInputInfo> g_tess_layouts;
static std::mutex g_tess_layouts_mutex;
void ShaderInit() {
EXIT_IF(g_shader_map != nullptr);
@@ -662,18 +659,6 @@ PrepareTessellationPrograms(const HW::VertexShaderInfo& regs, const HW::Context&
};
EXIT_IF(tess.input_control_points == 0 || tess.input_control_points > 32 ||
tess.output_control_points == 0 || tess.output_control_points > 32);
// Reflection decodes both programs; the key also covers the VGT fields cached in tess.
const uint64_t key[] = {local_hash, control_hash,
uint64_t {sh.m_vgtLsHsConfig & 0xfff00u} << 32u | sh.m_vgtTfParam};
{
std::scoped_lock lock(g_tess_layouts_mutex);
auto [entry, inserted] = g_tess_layouts.try_emplace(XXH3_64bits(key, sizeof(key)), tess);
if (inserted) {
ShaderRecompiler::AnalyzeTessellationPrograms(params[0].code, params[1].code,
entry->second);
}
tess = entry->second;
}
for (auto& stage: input_info) {
stage.tess = tess;
}