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author | Lioncash <mathew1800@gmail.com> | 2020-08-24 07:15:48 +0200 |
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committer | Lioncash <mathew1800@gmail.com> | 2020-08-24 07:15:50 +0200 |
commit | bafef3d1c98240085eb6ab8ed934221451c66c68 (patch) | |
tree | 5fa0b4532611efd8e0e9cd32200bc237eaffd4d5 /src | |
parent | Merge pull request #4573 from lioncash/label (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/shader/async_shaders.cpp | 6 | ||||
-rw-r--r-- | src/video_core/shader/async_shaders.h | 26 |
2 files changed, 15 insertions, 17 deletions
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp index f815584f7..aabd62c5c 100644 --- a/src/video_core/shader/async_shaders.cpp +++ b/src/video_core/shader/async_shaders.cpp @@ -73,11 +73,11 @@ void AsyncShaders::KillWorkers() { worker_threads.clear(); } -bool AsyncShaders::HasWorkQueued() { +bool AsyncShaders::HasWorkQueued() const { return !pending_queue.empty(); } -bool AsyncShaders::HasCompletedWork() { +bool AsyncShaders::HasCompletedWork() const { std::shared_lock lock{completed_mutex}; return !finished_work.empty(); } @@ -102,7 +102,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const { } std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() { - std::vector<AsyncShaders::Result> results; + std::vector<Result> results; { std::unique_lock lock{completed_mutex}; results.assign(std::make_move_iterator(finished_work.begin()), diff --git a/src/video_core/shader/async_shaders.h b/src/video_core/shader/async_shaders.h index d5ae814d5..7cf8d994c 100644 --- a/src/video_core/shader/async_shaders.h +++ b/src/video_core/shader/async_shaders.h @@ -5,11 +5,10 @@ #pragma once #include <condition_variable> -#include <deque> #include <memory> #include <shared_mutex> #include <thread> -#include "common/bit_field.h" + #include "common/common_types.h" #include "video_core/renderer_opengl/gl_device.h" #include "video_core/renderer_opengl/gl_resource_manager.h" @@ -17,7 +16,6 @@ #include "video_core/renderer_vulkan/vk_device.h" #include "video_core/renderer_vulkan/vk_pipeline_cache.h" #include "video_core/renderer_vulkan/vk_scheduler.h" -#include "video_core/renderer_vulkan/vk_update_descriptor.h" namespace Core::Frontend { class EmuWindow; @@ -70,20 +68,20 @@ public: void KillWorkers(); /// Check to see if any shaders have actually been compiled - bool HasCompletedWork(); + [[nodiscard]] bool HasCompletedWork() const; /// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build /// every shader async as some shaders are only built and executed once. We try to "guess" which /// shader would be used only once - bool IsShaderAsync(const Tegra::GPU& gpu) const; + [[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const; /// Pulls completed compiled shaders - std::vector<Result> GetCompletedWork(); + [[nodiscard]] std::vector<Result> GetCompletedWork(); void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type, u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset, - VideoCommon::Shader::CompilerSettings compiler_settings, - const VideoCommon::Shader::Registry& registry, VAddr cpu_addr); + CompilerSettings compiler_settings, const Registry& registry, + VAddr cpu_addr); void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler, @@ -97,7 +95,7 @@ private: void ShaderCompilerThread(Core::Frontend::GraphicsContext* context); /// Check our worker queue to see if we have any work queued already - bool HasWorkQueued(); + [[nodiscard]] bool HasWorkQueued() const; struct WorkerParams { Backend backend; @@ -108,8 +106,8 @@ private: std::vector<u64> code; std::vector<u64> code_b; u32 main_offset; - VideoCommon::Shader::CompilerSettings compiler_settings; - std::optional<VideoCommon::Shader::Registry> registry; + CompilerSettings compiler_settings; + std::optional<Registry> registry; VAddr cpu_address; // For Vulkan @@ -125,13 +123,13 @@ private: }; std::condition_variable cv; - std::mutex queue_mutex; - std::shared_mutex completed_mutex; + mutable std::mutex queue_mutex; + mutable std::shared_mutex completed_mutex; std::atomic<bool> is_thread_exiting{}; std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list; std::vector<std::thread> worker_threads; std::queue<WorkerParams> pending_queue; - std::vector<AsyncShaders::Result> finished_work; + std::vector<Result> finished_work; Core::Frontend::EmuWindow& emu_window; }; |