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-rw-r--r--src/video_core/shader/async_shaders.cpp14
1 files changed, 9 insertions, 5 deletions
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index fb94ac2e7..84d86c32f 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -59,7 +59,6 @@ void AsyncShaders::KillWorkers() {
}
bool AsyncShaders::HasWorkQueued() {
- std::shared_lock lock(queue_mutex);
return !pending_queue.empty();
}
@@ -118,26 +117,31 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
cpu_addr};
std::unique_lock lock(queue_mutex);
pending_queue.push_back(std::move(params));
+ cv.notify_one();
}
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
using namespace std::chrono_literals;
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
+ std::unique_lock<std::mutex> lock(queue_mutex);
+ cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; });
+ if (is_thread_exiting) {
+ return;
+ }
+
// Partial lock to allow all threads to read at the same time
if (!HasWorkQueued()) {
continue;
}
- // Complete lock for pulling workload
- queue_mutex.lock();
// Another thread beat us, just unlock and wait for the next load
if (pending_queue.empty()) {
- queue_mutex.unlock();
continue;
}
// Pull work from queue
WorkerParams work = std::move(pending_queue.front());
pending_queue.pop_front();
- queue_mutex.unlock();
+
+ lock.unlock();
if (work.backend == AsyncShaders::Backend::OpenGL ||
work.backend == AsyncShaders::Backend::GLASM) {