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@ -111,19 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device, |
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VideoCommon::Shader::CompilerSettings compiler_settings, |
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const VideoCommon::Shader::Registry& registry, |
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VAddr cpu_addr) { |
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auto p = std::make_unique<WorkerParams>(); |
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p->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL; |
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p->device = &device; |
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p->shader_type = shader_type; |
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p->uid = uid; |
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p->code = std::move(code); |
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p->code_b = std::move(code_b); |
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p->main_offset = main_offset; |
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p->compiler_settings = compiler_settings; |
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p->registry = ®istry; |
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p->cpu_address = cpu_addr; |
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auto params = std::make_unique<WorkerParams>(); |
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params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL; |
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params->device = &device; |
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params->shader_type = shader_type; |
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params->uid = uid; |
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params->code = std::move(code); |
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params->code_b = std::move(code_b); |
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params->main_offset = main_offset; |
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params->compiler_settings = compiler_settings; |
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params->registry = ®istry; |
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params->cpu_address = cpu_addr; |
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std::unique_lock lock(queue_mutex); |
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pending_queue.push(std::move(p)); |
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pending_queue.push(std::move(params)); |
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cv.notify_one(); |
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} |
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@ -133,19 +133,19 @@ void AsyncShaders::QueueVulkanShader( |
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std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders, |
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Vulkan::FixedPipelineState fixed_state) { |
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auto p = std::make_unique<WorkerParams>(); |
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auto params = std::make_unique<WorkerParams>(); |
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p->backend = Backend::Vulkan; |
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p->pp_cache = pp_cache; |
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p->bindings = bindings; |
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p->program = program; |
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p->renderpass_params = renderpass_params; |
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p->padding = padding; |
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p->shaders = shaders; |
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p->fixed_state = fixed_state; |
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params->backend = Backend::Vulkan; |
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params->pp_cache = pp_cache; |
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params->bindings = bindings; |
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params->program = program; |
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params->renderpass_params = renderpass_params; |
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params->padding = padding; |
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params->shaders = shaders; |
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params->fixed_state = fixed_state; |
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std::unique_lock lock(queue_mutex); |
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pending_queue.push(std::move(p)); |
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pending_queue.push(std::move(params)); |
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cv.notify_one(); |
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} |
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@ -162,7 +162,6 @@ 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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@ -186,8 +185,6 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context |
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result.code = std::move(work->code); |
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result.code_b = std::move(work->code_b); |
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result.shader_type = work->shader_type; |
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// LOG_CRITICAL(Render_Vulkan, "Shader hast been Compiled \t0x{:016X} id {}",
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// result.uid, id);
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if (work->backend == Backend::OpenGL) { |
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result.program.opengl = std::move(program->source_program); |
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@ -208,40 +205,15 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context |
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.fixed_state = work->fixed_state, |
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}; |
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{ |
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std::unique_lock find_lock{completed_mutex}; |
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for (size_t i = 0; i < finished_work.size(); ++i) { |
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// This loop deletes duplicate pipelines in finished_work
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// in favor of the pipeline about to be created
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if (finished_work[i].pipeline && |
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finished_work[i].pipeline->GetCacheKey().Hash() == params_key.Hash()) { |
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LOG_CRITICAL(Render_Vulkan, |
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"Pipeliene was already here \t0x{:016X} matches 0x{:016X} ", |
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params_key.Hash(), |
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finished_work[i].pipeline->GetCacheKey().Hash()); |
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finished_work.erase(finished_work.begin() + i); |
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} |
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} |
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find_lock.unlock(); |
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} |
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auto 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(), work->pp_cache->GetUpdateDescriptorQueue(), |
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work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program); |
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{ |
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std::unique_lock complete_lock(completed_mutex); |
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Result result{ |
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.backend = Backend::Vulkan, |
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.pipeline = std::move(pipeline), |
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}; |
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finished_work.push_back(std::move(result)); |
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complete_lock.unlock(); |
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} |
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work->pp_cache->EmplacePipeline(std::move(pipeline)); |
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work.reset(); |
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} |
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// Give a chance for another thread to get work. Lessens duplicates
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// Give a chance for another thread to get work.
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std::this_thread::yield(); |
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} |
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} |
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