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@ -59,7 +59,6 @@ void AsyncShaders::KillWorkers() {
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}
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bool AsyncShaders::HasWorkQueued() {
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std::shared_lock lock(queue_mutex);
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return !pending_queue.empty();
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}
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@ -118,26 +117,31 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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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::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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using namespace std::chrono_literals;
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while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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std::unique_lock<std::mutex> lock(queue_mutex);
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cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; });
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if (is_thread_exiting) {
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return;
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}
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// Partial lock to allow all threads to read at the same time
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if (!HasWorkQueued()) {
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continue;
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}
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// Complete lock for pulling workload
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queue_mutex.lock();
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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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queue_mutex.unlock();
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continue;
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}
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// Pull work from queue
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WorkerParams work = std::move(pending_queue.front());
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pending_queue.pop_front();
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queue_mutex.unlock();
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lock.unlock();
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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work.backend == AsyncShaders::Backend::GLASM) {
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