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https://github.com/yuzu-emu/yuzu-android.git
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bafef3d1c9
While we're at it, we can also mark them as nodiscard.
137 lines
4.4 KiB
C++
137 lines
4.4 KiB
C++
// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <condition_variable>
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#include <memory>
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#include <shared_mutex>
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#include <thread>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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namespace Core::Frontend {
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class EmuWindow;
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class GraphicsContext;
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} // namespace Core::Frontend
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namespace Tegra {
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class GPU;
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}
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namespace Vulkan {
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class VKPipelineCache;
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}
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namespace VideoCommon::Shader {
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class AsyncShaders {
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public:
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enum class Backend {
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OpenGL,
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GLASM,
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Vulkan,
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};
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struct ResultPrograms {
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OpenGL::OGLProgram opengl;
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OpenGL::OGLAssemblyProgram glasm;
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};
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struct Result {
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u64 uid;
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VAddr cpu_address;
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Backend backend;
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ResultPrograms program;
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std::vector<u64> code;
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std::vector<u64> code_b;
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Tegra::Engines::ShaderType shader_type;
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};
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explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window);
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~AsyncShaders();
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/// Start up shader worker threads
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void AllocateWorkers();
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/// Clear the shader queue and kill all worker threads
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void FreeWorkers();
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// Force end all threads
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void KillWorkers();
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/// Check to see if any shaders have actually been compiled
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[[nodiscard]] bool HasCompletedWork() const;
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/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
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/// every shader async as some shaders are only built and executed once. We try to "guess" which
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/// shader would be used only once
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[[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
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/// Pulls completed compiled shaders
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[[nodiscard]] std::vector<Result> GetCompletedWork();
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void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
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u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
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CompilerSettings compiler_settings, const Registry& registry,
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VAddr cpu_addr);
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void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device,
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Vulkan::VKScheduler& scheduler,
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Vulkan::VKDescriptorPool& descriptor_pool,
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Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
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Vulkan::VKRenderPassCache& renderpass_cache,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program, Vulkan::GraphicsPipelineCacheKey key);
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private:
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void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
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/// Check our worker queue to see if we have any work queued already
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[[nodiscard]] bool HasWorkQueued() const;
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struct WorkerParams {
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Backend backend;
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// For OGL
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const OpenGL::Device* device;
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Tegra::Engines::ShaderType shader_type;
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u64 uid;
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std::vector<u64> code;
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std::vector<u64> code_b;
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u32 main_offset;
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CompilerSettings compiler_settings;
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std::optional<Registry> registry;
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VAddr cpu_address;
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// For Vulkan
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Vulkan::VKPipelineCache* pp_cache;
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const Vulkan::VKDevice* vk_device;
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Vulkan::VKScheduler* scheduler;
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Vulkan::VKDescriptorPool* descriptor_pool;
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Vulkan::VKUpdateDescriptorQueue* update_descriptor_queue;
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Vulkan::VKRenderPassCache* renderpass_cache;
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std::vector<VkDescriptorSetLayoutBinding> bindings;
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Vulkan::SPIRVProgram program;
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Vulkan::GraphicsPipelineCacheKey key;
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};
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std::condition_variable cv;
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mutable std::mutex queue_mutex;
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mutable std::shared_mutex completed_mutex;
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std::atomic<bool> is_thread_exiting{};
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
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std::vector<std::thread> worker_threads;
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std::queue<WorkerParams> pending_queue;
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std::vector<Result> finished_work;
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Core::Frontend::EmuWindow& emu_window;
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};
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} // namespace VideoCommon::Shader
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