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@ -113,15 +113,38 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device, |
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VAddr cpu_addr) { |
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WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM |
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: AsyncShaders::Backend::OpenGL, |
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device, |
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&device, |
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shader_type, |
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uid, |
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std::move(code), |
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std::move(code_b), |
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main_offset, |
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compiler_settings, |
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registry, |
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®istry, |
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cpu_addr}; |
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std::unique_lock lock(queue_mutex); |
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pending_queue.push_back(std::move(params)); |
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cv.notify_one(); |
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} |
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void AsyncShaders::QueueVulkanShader( |
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Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings, |
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Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding, |
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std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders, |
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Vulkan::FixedPipelineState fixed_state) { |
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WorkerParams params{ |
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.backend = AsyncShaders::Backend::Vulkan, |
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.pp_cache = pp_cache, |
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.bindings = bindings, |
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.program = program, |
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.renderpass_params = renderpass_params, |
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.padding = padding, |
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.shaders = shaders, |
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.fixed_state = fixed_state, |
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}; |
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std::unique_lock lock(queue_mutex); |
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pending_queue.push_back(std::move(params)); |
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cv.notify_one(); |
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@ -140,6 +163,7 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context |
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if (!HasWorkQueued()) { |
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continue; |
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} |
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// Another thread beat us, just unlock and wait for the next load
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if (pending_queue.empty()) { |
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continue; |
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@ -152,10 +176,11 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context |
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if (work.backend == AsyncShaders::Backend::OpenGL || |
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work.backend == AsyncShaders::Backend::GLASM) { |
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry); |
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VideoCommon::Shader::Registry registry = *work.registry; |
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry); |
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const auto scope = context->Acquire(); |
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auto program = |
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OpenGL::BuildShader(work.device, work.shader_type, work.uid, ir, work.registry); |
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OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry); |
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Result result{}; |
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result.backend = work.backend; |
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result.cpu_address = work.cpu_address; |
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@ -174,6 +199,32 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context |
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std::unique_lock complete_lock(completed_mutex); |
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finished_work.push_back(std::move(result)); |
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} |
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} else if (work.backend == AsyncShaders::Backend::Vulkan) { |
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Vulkan::GraphicsPipelineCacheKey params_key{ |
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work.renderpass_params, |
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work.padding, |
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work.shaders, |
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work.fixed_state, |
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}; |
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{ |
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std::unique_lock complete_lock(completed_mutex); |
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// Duplicate creation of pipelines leads to instability and crashing, caused by a
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// race condition but band-aid solution is locking the making of the pipeline
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// results in only one pipeline created at a time.
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Result result{ |
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.backend = work.backend, |
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.pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>( |
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work.pp_cache->GetDevice(), work.pp_cache->GetScheduler(), |
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work.pp_cache->GetDescriptorPool(), |
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work.pp_cache->GetUpdateDescriptorQueue(), |
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work.pp_cache->GetRenderpassCache(), params_key, work.bindings, |
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work.program), |
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}; |
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finished_work.push_back(std::move(result)); |
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} |
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} |
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} |
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} |
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