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@ -5,11 +5,10 @@ |
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#pragma once |
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#pragma once |
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#include <condition_variable> |
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#include <condition_variable> |
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#include <deque> |
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#include <memory> |
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#include <memory> |
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#include <shared_mutex> |
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#include <shared_mutex> |
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#include <thread> |
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#include <thread> |
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#include "common/bit_field.h" |
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#include "common/common_types.h" |
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#include "common/common_types.h" |
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#include "video_core/renderer_opengl/gl_device.h" |
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#include "video_core/renderer_opengl/gl_device.h" |
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#include "video_core/renderer_opengl/gl_resource_manager.h" |
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#include "video_core/renderer_opengl/gl_resource_manager.h" |
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@ -17,7 +16,6 @@ |
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#include "video_core/renderer_vulkan/vk_device.h" |
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#include "video_core/renderer_vulkan/vk_device.h" |
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#include "video_core/renderer_vulkan/vk_pipeline_cache.h" |
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#include "video_core/renderer_vulkan/vk_pipeline_cache.h" |
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#include "video_core/renderer_vulkan/vk_scheduler.h" |
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#include "video_core/renderer_vulkan/vk_scheduler.h" |
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#include "video_core/renderer_vulkan/vk_update_descriptor.h" |
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namespace Core::Frontend { |
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namespace Core::Frontend { |
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class EmuWindow; |
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class EmuWindow; |
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@ -70,20 +68,20 @@ public: |
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void KillWorkers(); |
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void KillWorkers(); |
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/// Check to see if any shaders have actually been compiled |
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/// Check to see if any shaders have actually been compiled |
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bool HasCompletedWork(); |
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[[nodiscard]] bool HasCompletedWork() const; |
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/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build |
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/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build |
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/// every shader async as some shaders are only built and executed once. We try to "guess" which |
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/// every shader async as some shaders are only built and executed once. We try to "guess" which |
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/// shader would be used only once |
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/// shader would be used only once |
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bool IsShaderAsync(const Tegra::GPU& gpu) const; |
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[[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const; |
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/// Pulls completed compiled shaders |
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/// Pulls completed compiled shaders |
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std::vector<Result> GetCompletedWork(); |
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[[nodiscard]] std::vector<Result> GetCompletedWork(); |
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void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type, |
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void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type, |
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u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset, |
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u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset, |
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VideoCommon::Shader::CompilerSettings compiler_settings, |
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const VideoCommon::Shader::Registry& registry, VAddr cpu_addr); |
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CompilerSettings compiler_settings, const Registry& registry, |
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VAddr cpu_addr); |
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void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device, |
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void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device, |
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Vulkan::VKScheduler& scheduler, |
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Vulkan::VKScheduler& scheduler, |
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@ -97,7 +95,7 @@ private: |
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void ShaderCompilerThread(Core::Frontend::GraphicsContext* context); |
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void ShaderCompilerThread(Core::Frontend::GraphicsContext* context); |
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/// Check our worker queue to see if we have any work queued already |
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/// Check our worker queue to see if we have any work queued already |
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bool HasWorkQueued(); |
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[[nodiscard]] bool HasWorkQueued() const; |
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struct WorkerParams { |
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struct WorkerParams { |
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Backend backend; |
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Backend backend; |
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@ -108,8 +106,8 @@ private: |
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std::vector<u64> code; |
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std::vector<u64> code; |
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std::vector<u64> code_b; |
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std::vector<u64> code_b; |
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u32 main_offset; |
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u32 main_offset; |
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VideoCommon::Shader::CompilerSettings compiler_settings; |
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std::optional<VideoCommon::Shader::Registry> registry; |
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CompilerSettings compiler_settings; |
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std::optional<Registry> registry; |
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VAddr cpu_address; |
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VAddr cpu_address; |
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// For Vulkan |
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// For Vulkan |
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@ -125,13 +123,13 @@ private: |
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}; |
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}; |
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std::condition_variable cv; |
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std::condition_variable cv; |
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std::mutex queue_mutex; |
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std::shared_mutex completed_mutex; |
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mutable std::mutex queue_mutex; |
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mutable std::shared_mutex completed_mutex; |
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std::atomic<bool> is_thread_exiting{}; |
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std::atomic<bool> is_thread_exiting{}; |
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list; |
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list; |
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std::vector<std::thread> worker_threads; |
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std::vector<std::thread> worker_threads; |
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std::queue<WorkerParams> pending_queue; |
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std::queue<WorkerParams> pending_queue; |
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std::vector<AsyncShaders::Result> finished_work; |
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std::vector<Result> finished_work; |
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Core::Frontend::EmuWindow& emu_window; |
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Core::Frontend::EmuWindow& emu_window; |
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}; |
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}; |
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