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Fix CPU Core Count detection and Enable Parallel Shader Compilation
This does this following things: - Default to the runtime automatic number of threads for pre-compiling shaders - Adds a distinct automatic thread count computation for pre-compilation (which has less other things going on and should scale better beyond 4 cores) - Removes the unused logical_core_count field from the CPU detection - Changes the semantics of num_cores from maximaum addressable number of cores to actually available CPU cores (which is also how it was actually used) - Updates the computation of the HTT flag now that AMD no longer lies about it for its Zen processors - Background shader compilation is *not* enabled by default
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6ca2897d20
commit
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@ -26,7 +26,6 @@ struct CPUInfo
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bool HTT = false;
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bool HTT = false;
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int num_cores = 0;
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int num_cores = 0;
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int logical_cpu_count = 0;
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bool bSSE = false;
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bool bSSE = false;
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bool bSSE2 = false;
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bool bSSE2 = false;
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@ -3,6 +3,7 @@
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#include <cstring>
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#include <cstring>
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#include <string>
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#include <string>
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#include <thread>
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#include "Common/CPUDetect.h"
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#include "Common/CPUDetect.h"
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#include "Common/CommonTypes.h"
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#include "Common/CommonTypes.h"
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@ -106,7 +107,6 @@ void CPUInfo::Detect()
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// Detect family and other misc stuff.
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// Detect family and other misc stuff.
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bool ht = false;
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bool ht = false;
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HTT = ht;
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HTT = ht;
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logical_cpu_count = 1;
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if (max_std_fn >= 1)
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if (max_std_fn >= 1)
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{
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{
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__cpuid(cpu_id, 0x00000001);
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__cpuid(cpu_id, 0x00000001);
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@ -120,9 +120,13 @@ void CPUInfo::Detect()
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// Detect AMD Zen1, Zen1+ and Zen2
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// Detect AMD Zen1, Zen1+ and Zen2
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if (family == 23)
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if (family == 23)
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bZen1p2 = true;
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bZen1p2 = true;
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logical_cpu_count = (cpu_id[1] >> 16) & 0xFF;
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ht = (cpu_id[3] >> 28) & 1;
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ht = (cpu_id[3] >> 28) & 1;
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// AMD CPUs before Zen faked this flag and didn't actually
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// implement simultaneous multithreading (SMT; Intel calls it HTT)
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// but rather some weird middle-ground between 1-2 cores
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HTT = ht && (vendor == CPUVendor::Intel || family >= 23);
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if ((cpu_id[3] >> 25) & 1)
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if ((cpu_id[3] >> 25) & 1)
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bSSE = true;
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bSSE = true;
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if ((cpu_id[3] >> 26) & 1)
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if ((cpu_id[3] >> 26) & 1)
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@ -200,35 +204,10 @@ void CPUInfo::Detect()
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bLongMode = true;
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bLongMode = true;
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}
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}
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num_cores = (logical_cpu_count == 0) ? 1 : logical_cpu_count;
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// this should be much more reliable and easier
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// than trying to get the number of cores out of the CPUID data
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if (max_ex_fn >= 0x80000008)
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// ourselves
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{
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num_cores = std::max(std::thread::hardware_concurrency(), 1u);
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// Get number of cores. This is a bit complicated. Following AMD manual here.
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__cpuid(cpu_id, 0x80000008);
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int apic_id_core_id_size = (cpu_id[2] >> 12) & 0xF;
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if (apic_id_core_id_size == 0)
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{
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if (ht)
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{
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// New mechanism for modern Intel CPUs.
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if (vendor == CPUVendor::Intel)
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{
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__cpuidex(cpu_id, 0x00000004, 0x00000000);
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int cores_x_package = ((cpu_id[0] >> 26) & 0x3F) + 1;
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HTT = (cores_x_package < logical_cpu_count);
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cores_x_package = ((logical_cpu_count % cores_x_package) == 0) ? cores_x_package : 1;
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num_cores = (cores_x_package > 1) ? cores_x_package : num_cores;
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logical_cpu_count /= cores_x_package;
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}
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}
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}
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else
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{
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// Use AMD's new method.
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num_cores = (cpu_id[2] & 0xFF) + 1;
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}
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}
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}
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}
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// Turn the CPU info into a string we can show
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// Turn the CPU info into a string we can show
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@ -85,7 +85,7 @@ const Info<ShaderCompilationMode> GFX_SHADER_COMPILATION_MODE{
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{System::GFX, "Settings", "ShaderCompilationMode"}, ShaderCompilationMode::Synchronous};
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{System::GFX, "Settings", "ShaderCompilationMode"}, ShaderCompilationMode::Synchronous};
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const Info<int> GFX_SHADER_COMPILER_THREADS{{System::GFX, "Settings", "ShaderCompilerThreads"}, 1};
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const Info<int> GFX_SHADER_COMPILER_THREADS{{System::GFX, "Settings", "ShaderCompilerThreads"}, 1};
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const Info<int> GFX_SHADER_PRECOMPILER_THREADS{
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const Info<int> GFX_SHADER_PRECOMPILER_THREADS{
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{System::GFX, "Settings", "ShaderPrecompilerThreads"}, 1};
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{System::GFX, "Settings", "ShaderPrecompilerThreads"}, -1};
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const Info<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE{
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const Info<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE{
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{System::GFX, "Settings", "SaveTextureCacheToState"}, true};
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{System::GFX, "Settings", "SaveTextureCacheToState"}, true};
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@ -176,6 +176,14 @@ static u32 GetNumAutoShaderCompilerThreads()
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return static_cast<u32>(std::min(std::max(cpu_info.num_cores - 3, 1), 4));
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return static_cast<u32>(std::min(std::max(cpu_info.num_cores - 3, 1), 4));
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}
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}
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static u32 GetNumAutoShaderPreCompilerThreads()
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{
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// Automatic number. We use clamp(cpus - 2, 1, infty) here.
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// We chose this because we don't want to limit our speed-up
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// and at the same time leave two logical cores for the dolphin UI and the rest of the OS.
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return static_cast<u32>(std::max(cpu_info.num_cores - 2, 1));
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}
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u32 VideoConfig::GetShaderCompilerThreads() const
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u32 VideoConfig::GetShaderCompilerThreads() const
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{
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{
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if (!backend_info.bSupportsBackgroundCompiling)
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if (!backend_info.bSupportsBackgroundCompiling)
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@ -199,5 +207,5 @@ u32 VideoConfig::GetShaderPrecompilerThreads() const
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if (iShaderPrecompilerThreads >= 0)
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if (iShaderPrecompilerThreads >= 0)
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return static_cast<u32>(iShaderPrecompilerThreads);
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return static_cast<u32>(iShaderPrecompilerThreads);
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else
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else
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return GetNumAutoShaderCompilerThreads();
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return GetNumAutoShaderPreCompilerThreads();
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}
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}
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