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-rw-r--r--src/video_core/shader/async_shaders.h138
1 files changed, 0 insertions, 138 deletions
diff --git a/src/video_core/shader/async_shaders.h b/src/video_core/shader/async_shaders.h
deleted file mode 100644
index 7fdff6e56..000000000
--- a/src/video_core/shader/async_shaders.h
+++ /dev/null
@@ -1,138 +0,0 @@
-// Copyright 2020 yuzu Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include <condition_variable>
-#include <memory>
-#include <shared_mutex>
-#include <thread>
-
-#include <glad/glad.h>
-
-#include "common/common_types.h"
-#include "video_core/renderer_opengl/gl_device.h"
-#include "video_core/renderer_opengl/gl_resource_manager.h"
-#include "video_core/renderer_opengl/gl_shader_decompiler.h"
-#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
-#include "video_core/renderer_vulkan/vk_scheduler.h"
-#include "video_core/vulkan_common/vulkan_device.h"
-
-namespace Core::Frontend {
-class EmuWindow;
-class GraphicsContext;
-} // namespace Core::Frontend
-
-namespace Tegra {
-class GPU;
-}
-
-namespace Vulkan {
-class VKPipelineCache;
-}
-
-namespace VideoCommon::Shader {
-
-class AsyncShaders {
-public:
- enum class Backend {
- OpenGL,
- GLASM,
- Vulkan,
- };
-
- struct ResultPrograms {
- OpenGL::OGLProgram opengl;
- OpenGL::OGLAssemblyProgram glasm;
- };
-
- struct Result {
- u64 uid;
- VAddr cpu_address;
- Backend backend;
- ResultPrograms program;
- std::vector<u64> code;
- std::vector<u64> code_b;
- Tegra::Engines::ShaderType shader_type;
- };
-
- explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window_);
- ~AsyncShaders();
-
- /// Start up shader worker threads
- void AllocateWorkers();
-
- /// Clear the shader queue and kill all worker threads
- void FreeWorkers();
-
- // Force end all threads
- void KillWorkers();
-
- /// Check to see if any shaders have actually been compiled
- [[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
- [[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
-
- /// Pulls completed compiled shaders
- [[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,
- CompilerSettings compiler_settings, const Registry& registry,
- VAddr cpu_addr);
-
- void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::Device& device,
- Vulkan::VKScheduler& scheduler,
- Vulkan::VKDescriptorPool& descriptor_pool,
- Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
- std::vector<VkDescriptorSetLayoutBinding> bindings,
- Vulkan::SPIRVProgram program, Vulkan::GraphicsPipelineCacheKey key,
- u32 num_color_buffers);
-
-private:
- void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
-
- /// Check our worker queue to see if we have any work queued already
- [[nodiscard]] bool HasWorkQueued() const;
-
- struct WorkerParams {
- Backend backend;
- // For OGL
- const OpenGL::Device* device;
- Tegra::Engines::ShaderType shader_type;
- u64 uid;
- std::vector<u64> code;
- std::vector<u64> code_b;
- u32 main_offset;
- CompilerSettings compiler_settings;
- std::optional<Registry> registry;
- VAddr cpu_address;
-
- // For Vulkan
- Vulkan::VKPipelineCache* pp_cache;
- const Vulkan::Device* vk_device;
- Vulkan::VKScheduler* scheduler;
- Vulkan::VKDescriptorPool* descriptor_pool;
- Vulkan::VKUpdateDescriptorQueue* update_descriptor_queue;
- std::vector<VkDescriptorSetLayoutBinding> bindings;
- Vulkan::SPIRVProgram program;
- Vulkan::GraphicsPipelineCacheKey key;
- u32 num_color_buffers;
- };
-
- std::condition_variable cv;
- 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<Result> finished_work;
- Core::Frontend::EmuWindow& emu_window;
-};
-
-} // namespace VideoCommon::Shader