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93865b327f
Currently, when immediately compile shaders is not enabled, the ubershaders will be placed before any specialized shaders in the compile queue in hybrid ubershaders mode. This means that Dolphin could potentially use the ubershaders for a longer time than it would have if we blocked startup until all shaders were compiled, leading to a drop in performance.
92 lines
2.5 KiB
C++
92 lines
2.5 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <condition_variable>
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#include <deque>
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#include <functional>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <thread>
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#include <utility>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/Flag.h"
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namespace VideoCommon
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{
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class AsyncShaderCompiler
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{
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public:
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class WorkItem
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{
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public:
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virtual ~WorkItem() = default;
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virtual bool Compile() = 0;
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virtual void Retrieve() = 0;
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};
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using WorkItemPtr = std::unique_ptr<WorkItem>;
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AsyncShaderCompiler();
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virtual ~AsyncShaderCompiler();
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template <typename T, typename... Params>
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static WorkItemPtr CreateWorkItem(Params&&... params)
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{
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return std::make_unique<T>(std::forward<Params>(params)...);
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}
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// Queues a new work item to the compiler threads. The lower the priority, the sooner
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// this work item will be compiled, relative to the other work items.
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void QueueWorkItem(WorkItemPtr item, u32 priority);
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void RetrieveWorkItems();
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bool HasPendingWork();
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bool HasCompletedWork();
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// Simpler version without progress updates.
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void WaitUntilCompletion();
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// Calls progress_callback periodically, with completed_items, and total_items.
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void WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
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// Needed because of calling virtual methods in shutdown procedure.
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bool StartWorkerThreads(u32 num_worker_threads);
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bool ResizeWorkerThreads(u32 num_worker_threads);
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bool HasWorkerThreads() const;
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void StopWorkerThreads();
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protected:
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virtual bool WorkerThreadInitMainThread(void** param);
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virtual bool WorkerThreadInitWorkerThread(void* param);
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virtual void WorkerThreadExit(void* param);
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private:
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void WorkerThreadEntryPoint(void* param);
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void WorkerThreadRun();
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Common::Flag m_exit_flag;
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Common::Event m_init_event;
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std::vector<std::thread> m_worker_threads;
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std::atomic_bool m_worker_thread_start_result{false};
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// A multimap is used to store the work items. We can't use a priority_queue here, because
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// there's no way to obtain a non-const reference, which we need for the unique_ptr.
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std::multimap<u32, WorkItemPtr> m_pending_work;
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std::mutex m_pending_work_lock;
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std::condition_variable m_worker_thread_wake;
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std::atomic_size_t m_busy_workers{0};
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std::deque<WorkItemPtr> m_completed_work;
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std::mutex m_completed_work_lock;
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};
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} // namespace VideoCommon
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