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-rw-r--r--src/video_core/shader/async_shaders.cpp110
1 files changed, 52 insertions, 58 deletions
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index 54a81460b..ea813d506 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -2,7 +2,6 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
-#include <chrono>
#include <condition_variable>
#include <mutex>
#include <thread>
@@ -111,38 +110,44 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
VideoCommon::Shader::CompilerSettings compiler_settings,
const VideoCommon::Shader::Registry& registry,
VAddr 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 = &registry;
- params->cpu_address = cpu_addr;
+ WorkerParams params{
+ .backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
+ .device = &device,
+ .shader_type = shader_type,
+ .uid = uid,
+ .code = std::move(code),
+ .code_b = std::move(code_b),
+ .main_offset = main_offset,
+ .compiler_settings = compiler_settings,
+ .registry = &registry,
+ .cpu_address = cpu_addr,
+ };
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(params));
cv.notify_one();
}
-void AsyncShaders::QueueVulkanShader(
- Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings,
- Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding,
- std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
- Vulkan::FixedPipelineState fixed_state) {
-
- auto params = std::make_unique<WorkerParams>();
-
- 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;
+void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
+ const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
+ Vulkan::VKDescriptorPool& descriptor_pool,
+ Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
+ Vulkan::VKRenderPassCache& renderpass_cache,
+ std::vector<VkDescriptorSetLayoutBinding> bindings,
+ Vulkan::SPIRVProgram program,
+ Vulkan::GraphicsPipelineCacheKey key) {
+
+ WorkerParams params{
+ .backend = Backend::Vulkan,
+ .pp_cache = pp_cache,
+ .vk_device = &device,
+ .scheduler = &scheduler,
+ .descriptor_pool = &descriptor_pool,
+ .update_descriptor_queue = &update_descriptor_queue,
+ .renderpass_cache = &renderpass_cache,
+ .bindings = bindings,
+ .program = program,
+ .key = key,
+ };
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(params));
@@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader(
}
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
- using namespace std::chrono_literals;
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
std::unique_lock lock{queue_mutex};
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
@@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
}
// Pull work from queue
- auto work = std::move(pending_queue.front());
+ WorkerParams work = std::move(pending_queue.front());
pending_queue.pop();
lock.unlock();
- if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
- VideoCommon::Shader::Registry registry = *work->registry;
- const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry);
+ if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
+ VideoCommon::Shader::Registry registry = *work.registry;
+ const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
const auto scope = context->Acquire();
auto program =
- OpenGL::BuildShader(*work->device, work->shader_type, work->uid, ir, registry);
+ OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
Result result{};
- result.backend = work->backend;
- result.cpu_address = work->cpu_address;
- result.uid = work->uid;
- result.code = std::move(work->code);
- result.code_b = std::move(work->code_b);
- result.shader_type = work->shader_type;
-
- if (work->backend == Backend::OpenGL) {
+ result.backend = work.backend;
+ result.cpu_address = work.cpu_address;
+ result.uid = work.uid;
+ result.code = std::move(work.code);
+ result.code_b = std::move(work.code_b);
+ result.shader_type = work.shader_type;
+
+ if (work.backend == Backend::OpenGL) {
result.program.opengl = std::move(program->source_program);
- } else if (work->backend == Backend::GLASM) {
+ } else if (work.backend == Backend::GLASM) {
result.program.glasm = std::move(program->assembly_program);
}
- work.reset();
{
std::unique_lock complete_lock(completed_mutex);
finished_work.push_back(std::move(result));
}
- } else if (work->backend == Backend::Vulkan) {
- Vulkan::GraphicsPipelineCacheKey params_key{
- .renderpass_params = work->renderpass_params,
- .padding = work->padding,
- .shaders = work->shaders,
- .fixed_state = work->fixed_state,
- };
+ } else if (work.backend == Backend::Vulkan) {
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);
+ *work.vk_device, *work.scheduler, *work.descriptor_pool,
+ *work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
+ work.program);
- work->pp_cache->EmplacePipeline(std::move(pipeline));
- work.reset();
+ work.pp_cache->EmplacePipeline(std::move(pipeline));
}
- // Give a chance for another thread to get work.
- std::this_thread::yield();
}
}