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async_shaders: Mark getters as const member functions
While we're at it, we can also mark them as nodiscard.
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@ -73,11 +73,11 @@ void AsyncShaders::KillWorkers() {
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worker_threads.clear();
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}
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bool AsyncShaders::HasWorkQueued() {
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bool AsyncShaders::HasWorkQueued() const {
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return !pending_queue.empty();
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}
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bool AsyncShaders::HasCompletedWork() {
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bool AsyncShaders::HasCompletedWork() const {
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std::shared_lock lock{completed_mutex};
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return !finished_work.empty();
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}
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@ -102,7 +102,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
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}
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std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
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std::vector<AsyncShaders::Result> results;
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std::vector<Result> results;
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{
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std::unique_lock lock{completed_mutex};
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results.assign(std::make_move_iterator(finished_work.begin()),
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@ -5,11 +5,10 @@
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#pragma once
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#include <condition_variable>
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#include <deque>
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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/bit_field.h"
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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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@ -17,7 +16,6 @@
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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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#include "video_core/renderer_vulkan/vk_update_descriptor.h"
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namespace Core::Frontend {
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class EmuWindow;
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@ -70,20 +68,20 @@ public:
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void KillWorkers();
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/// Check to see if any shaders have actually been compiled
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bool HasCompletedWork();
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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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bool IsShaderAsync(const Tegra::GPU& gpu) const;
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[[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
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/// Pulls completed compiled shaders
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std::vector<Result> GetCompletedWork();
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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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VideoCommon::Shader::CompilerSettings compiler_settings,
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const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
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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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@ -97,7 +95,7 @@ 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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bool HasWorkQueued();
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[[nodiscard]] bool HasWorkQueued() const;
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struct WorkerParams {
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Backend backend;
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@ -108,8 +106,8 @@ private:
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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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VideoCommon::Shader::CompilerSettings compiler_settings;
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std::optional<VideoCommon::Shader::Registry> registry;
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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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@ -125,13 +123,13 @@ private:
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};
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std::condition_variable cv;
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std::mutex queue_mutex;
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std::shared_mutex completed_mutex;
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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<AsyncShaders::Result> finished_work;
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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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