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vk_graphics_pipeline: build a held draw's pipeline inline again for worker-only builds - #321
A draw that reaches an unbuilt pipeline now claims and runs that pipeline's build itself, including worker-only builds (native pipelines with deferred SPIR-V emission).
#71 built held pipelines inline. #184 changed the wait to build->Wait(!worker_only_build), so for a worker-only build the GPU thread waits instead of claiming it. The worker queue is FIFO, so the held draw waits behind every pipeline queued before it, not just its own build. In one Ocarina of Time session, single frames took 1.1–2.2 s while draws were held this way. PipelineBuild::State already claims the build atomically, so whichever of the worker and the GPU thread gets there first runs it once.
This doesn't overlap with #313 (eviction and boot prebuild); the two are independent.
Testing
Build check: Linux, Clang, Release, on current nx2 (588bfa611).
Gameplay: Ocarina of Time (0400486024DEC000), RTX 4070 Ti (NVIDIA 595.99.02), Ryzen 7 9800X3D, Linux. The same scripted 4-minute run from one save each time (Kokiri Forest, walking with about two sword swings per second), disk shader cache off so every pipeline is built at runtime. One run per build, measured over the 130 s of gameplay:
Before (3b85aaf40)
After (3b85aaf40 + this change)
Draws held on unbuilt pipelines (total)
838 ms
632 ms
Worst 10 s window of held draws
334 ms
192 ms
Frames over 100 ms
4
8
Worst frame
265 ms
377 ms
Time held drops by about a quarter, but worst-case frame times didn't improve in this run. Most of what's left is shader translation on the GPU thread, which this change doesn't touch. With one run per build, the frame-time rows are within run-to-run noise. No rendering differences or new errors in the logs.
Summary by CodeRabbit
Bug Fixes
Draws now wait for graphics pipeline builds to be claimed before continuing, including builds handled by worker threads.
…orker-only builds
zortos293#71 made a draw waiting on an unbuilt pipeline build it inline. zortos293#184 kept that only
for pipelines without worker emission: a worker-only build is waited on instead, so
the held draw sits behind every pipeline queued on the FIFO workers before it.
When a graphics pipeline is not built, ConfigureDraw now calls build->Wait(true) for worker-only builds as well as other builds. The accompanying comment describes the queued draw waiting while it claims the build.
zortos293/Lichii#276: Reports draws held for unbuilt Vulkan pipelines; this change alters how held draws wait for those builds.
zortos293/Lichii#244: Reports extended draw holds for unbuilt pipelines; this change alters how held draws wait for those builds.
zortos293/Lichii#293: Reports held draws for unbuilt pipelines after eviction and re-entry; this change alters how held draws wait for those builds.
Possibly related PRs
zortos293/Lichii#166: Adds asynchronous graphics pipeline building; this change modifies how a held draw waits for a pending build.
zortos293/Lichii#223: Adds PipelineBuild; this change modifies the argument used in PipelineBuild::Wait.
Suggested reviewers:camillelavey, zortos293
Merge Risk: Minimal · up to 6239a
Pending pipelines can now build inline rather than waiting for a worker. No merge-blocking impact is established.
Pre-merge checks: 4 · 1
Failed checks: 1 warning
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Write docstrings for the functions missing them to satisfy the coverage threshold.
Passed checks: 4 passed
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The title clearly describes the change to build held draws' pipelines inline for worker-only builds.
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Write docstrings for the functions missing them to satisfy the coverage threshold.
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Failed pre-merge checks:
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Write docstrings for the functions missing them to satisfy the coverage
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…ipeline inline) into dev
Cherry-pick of Joey Magnus's one-line change: a draw that reaches an unbuilt
worker-only pipeline claims and runs the build itself instead of waiting
behind the FIFO worker queue (zortos293#184 had turned the wait into a plain wait;
single frames of 1-2 s were seen while draws were held). Off switch
EDEN_NX2_HELD_BUILD_INLINE=0 restores the wait. Dev's per-AOT-class hold
accounting is kept. Field-tested in the exp build.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The fork's ports of zortos293#250, zortos293#264, zortos293#310-zortos293#321 and the other origin fixes are
superseded by origin/nx2; its own fixes follow as separate commits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ead, worker-only builds included
A draw that reaches an unbuilt pipeline records a wait on VulkanWorker. Since zortos293#184 that wait
is build->Wait(!worker_only_build), so for native pipelines whose SPIR-V emission is deferred
to the workers VulkanWorker does not claim the build: it waits until the FIFO worker queue
(15 VkPipelineBuilder threads at below-normal priority) reaches that pipeline, behind every
pipeline queued before it. With native_async_draws=Wait nothing bounds that wait, and the
recording thread, presents and guest syncs stop with it. One title on a cold cache
after the intro movie: 9.5 s of draws held in 15 s, single worker builds up to 8.5 s.
PipelineBuild::State claims the build atomically, so whichever of the worker and the waiting
thread gets there first runs it once; the emission task owns its pools and emission budget
reservation, so it runs on any thread. A claimed build runs on VulkanWorker at its critical
priority instead of waiting on a low-priority builder. The mesh emulation wait gets the same
change.
Port of zortos293#321 (6239a4d), applied to both waits that now exist. Upstream
Eglantine 5688167 (claim on the waiting thread, from Lichii 457a32d) is already in this
fork: ComputePipeline::RunBuild and PipelineBuild::Wait(true); zortos293#184 had only turned it off for
worker-only graphics builds. Eglantine 72f3c47 (background builds of the cached pipelines
boot skips) is covered by the fork's PipelinePrebuild (zortos293#194) and does not touch this wait.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ead, worker-only builds included
A draw that reaches an unbuilt pipeline records a wait on VulkanWorker. Since zortos293#184 that wait
is build->Wait(!worker_only_build), so for native pipelines whose SPIR-V emission is deferred
to the workers VulkanWorker does not claim the build: it waits until the FIFO worker queue
(15 VkPipelineBuilder threads at below-normal priority) reaches that pipeline, behind every
pipeline queued before it. With native_async_draws=Wait nothing bounds that wait, and the
recording thread, presents and guest syncs stop with it. One title on a cold cache
after the intro movie: 9.5 s of draws held in 15 s, single worker builds up to 8.5 s.
PipelineBuild::State claims the build atomically, so whichever of the worker and the waiting
thread gets there first runs it once; the emission task owns its pools and emission budget
reservation, so it runs on any thread. A claimed build runs on VulkanWorker at its critical
priority instead of waiting on a low-priority builder. The mesh emulation wait gets the same
change.
Port of zortos293#321 (6239a4d), applied to both waits that now exist. Upstream
Eglantine 5688167 (claim on the waiting thread, from Lichii 457a32d) is already in this
fork: ComputePipeline::RunBuild and PipelineBuild::Wait(true); zortos293#184 had only turned it off for
worker-only graphics builds. Eglantine 72f3c47 (background builds of the cached pipelines
boot skips) is covered by the fork's PipelinePrebuild (zortos293#194) and does not touch this wait.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Changes
A draw that reaches an unbuilt pipeline now claims and runs that pipeline's build itself, including worker-only builds (native pipelines with deferred SPIR-V emission).
#71 built held pipelines inline. #184 changed the wait to
build->Wait(!worker_only_build), so for a worker-only build the GPU thread waits instead of claiming it. The worker queue is FIFO, so the held draw waits behind every pipeline queued before it, not just its own build. In one Ocarina of Time session, single frames took 1.1–2.2 s while draws were held this way.PipelineBuild::Statealready claims the build atomically, so whichever of the worker and the GPU thread gets there first runs it once.This doesn't overlap with #313 (eviction and boot prebuild); the two are independent.
Testing
Build check: Linux, Clang, Release, on current
nx2(588bfa611).Gameplay: Ocarina of Time (
0400486024DEC000), RTX 4070 Ti (NVIDIA 595.99.02), Ryzen 7 9800X3D, Linux. The same scripted 4-minute run from one save each time (Kokiri Forest, walking with about two sword swings per second), disk shader cache off so every pipeline is built at runtime. One run per build, measured over the 130 s of gameplay:3b85aaf40)3b85aaf40+ this change)Time held drops by about a quarter, but worst-case frame times didn't improve in this run. Most of what's left is shader translation on the GPU thread, which this change doesn't touch. With one run per build, the frame-time rows are within run-to-run noise. No rendering differences or new errors in the logs.
Summary by CodeRabbit