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