VK: scale auto shader compiler workers on wide CPUs
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@@ -216,16 +216,27 @@ namespace vk
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return {};
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}
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void initialize_pipe_compiler(int num_worker_threads)
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{
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if (num_worker_threads == 0)
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{
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// Select optimal number of compiler threads
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const auto hw_threads = utils::get_thread_count();
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if (hw_threads > 12)
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{
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num_worker_threads = 6;
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}
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void initialize_pipe_compiler(int num_worker_threads)
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{
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if (num_worker_threads == 0)
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{
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// Select a conservative but modern default for async pipeline compilation.
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// Older heuristics topped out too early on high-core CPUs and left large
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// shader bursts queued longer than necessary.
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const auto hw_threads = utils::get_thread_count();
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if (hw_threads >= 24)
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{
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num_worker_threads = 12;
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}
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else if (hw_threads >= 16)
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{
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num_worker_threads = 8;
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}
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else if (hw_threads > 12)
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{
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num_worker_threads = 6;
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}
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else if (hw_threads > 8)
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{
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num_worker_threads = 4;
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@@ -234,11 +245,14 @@ namespace vk
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{
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num_worker_threads = 2;
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}
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else
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{
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num_worker_threads = 1;
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}
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}
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else
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{
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num_worker_threads = 1;
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}
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rsx_log.notice("Async pipeline compiler auto-selected %d worker(s) for %u host thread(s).",
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num_worker_threads, hw_threads);
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}
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ensure(num_worker_threads >= 1);
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ensure(g_render_device); // "Cannot initialize pipe compiler before creating a logical device"
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