2017-06-19 04:17:18 +00:00
|
|
|
// Copyright 2017 Dolphin Emulator Project
|
|
|
|
// Licensed under GPLv2+
|
|
|
|
// Refer to the license.txt file included.
|
|
|
|
|
|
|
|
#include "VideoCommon/AsyncShaderCompiler.h"
|
|
|
|
#include <thread>
|
|
|
|
#include "Common/Assert.h"
|
|
|
|
#include "Common/Logging/Log.h"
|
|
|
|
|
|
|
|
namespace VideoCommon
|
|
|
|
{
|
|
|
|
AsyncShaderCompiler::AsyncShaderCompiler()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
AsyncShaderCompiler::~AsyncShaderCompiler()
|
|
|
|
{
|
|
|
|
// Pending work can be left at shutdown.
|
|
|
|
// The work item classes are expected to clean up after themselves.
|
|
|
|
_assert_(!HasWorkerThreads());
|
|
|
|
}
|
|
|
|
|
|
|
|
void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item)
|
|
|
|
{
|
|
|
|
// If no worker threads are available, compile synchronously.
|
|
|
|
if (!HasWorkerThreads())
|
|
|
|
{
|
|
|
|
item->Compile();
|
|
|
|
m_completed_work.push_back(std::move(item));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
std::lock_guard<std::mutex> guard(m_pending_work_lock);
|
|
|
|
m_pending_work.push_back(std::move(item));
|
|
|
|
m_worker_thread_wake.notify_one();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void AsyncShaderCompiler::RetrieveWorkItems()
|
|
|
|
{
|
|
|
|
std::deque<WorkItemPtr> completed_work;
|
|
|
|
{
|
|
|
|
std::lock_guard<std::mutex> guard(m_completed_work_lock);
|
|
|
|
m_completed_work.swap(completed_work);
|
|
|
|
}
|
|
|
|
|
|
|
|
while (!completed_work.empty())
|
|
|
|
{
|
|
|
|
completed_work.front()->Retrieve();
|
|
|
|
completed_work.pop_front();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AsyncShaderCompiler::HasPendingWork()
|
|
|
|
{
|
|
|
|
std::lock_guard<std::mutex> guard(m_pending_work_lock);
|
|
|
|
return !m_pending_work.empty() || m_busy_workers.load() != 0;
|
|
|
|
}
|
|
|
|
|
2018-03-11 04:24:45 +00:00
|
|
|
bool AsyncShaderCompiler::HasCompletedWork()
|
|
|
|
{
|
|
|
|
std::lock_guard<std::mutex> guard(m_completed_work_lock);
|
|
|
|
return !m_completed_work.empty();
|
|
|
|
}
|
|
|
|
|
2017-06-19 04:17:18 +00:00
|
|
|
void AsyncShaderCompiler::WaitUntilCompletion()
|
|
|
|
{
|
|
|
|
while (HasPendingWork())
|
|
|
|
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
|
|
|
}
|
|
|
|
|
|
|
|
void AsyncShaderCompiler::WaitUntilCompletion(
|
|
|
|
const std::function<void(size_t, size_t)>& progress_callback)
|
|
|
|
{
|
|
|
|
if (!HasPendingWork())
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Wait a second before opening a progress dialog.
|
|
|
|
// This way, if the operation completes quickly, we don't annoy the user.
|
|
|
|
constexpr u32 CHECK_INTERVAL_MS = 50;
|
|
|
|
constexpr auto CHECK_INTERVAL = std::chrono::milliseconds(CHECK_INTERVAL_MS);
|
|
|
|
for (u32 i = 0; i < (1000 / CHECK_INTERVAL_MS); i++)
|
|
|
|
{
|
|
|
|
std::this_thread::sleep_for(std::chrono::milliseconds(CHECK_INTERVAL));
|
|
|
|
if (!HasPendingWork())
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Grab the number of pending items. We use this to work out how many are left.
|
|
|
|
size_t total_items = 0;
|
|
|
|
{
|
|
|
|
// Safe to hold both locks here, since nowhere else does.
|
|
|
|
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
|
|
|
|
std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
|
|
|
|
total_items = m_completed_work.size() + m_pending_work.size() + m_busy_workers.load() + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update progress while the compiles complete.
|
|
|
|
for (;;)
|
|
|
|
{
|
|
|
|
size_t remaining_items;
|
|
|
|
{
|
|
|
|
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
|
|
|
|
if (m_pending_work.empty() && !m_busy_workers.load())
|
|
|
|
break;
|
|
|
|
remaining_items = m_pending_work.size();
|
|
|
|
}
|
|
|
|
|
|
|
|
progress_callback(total_items - remaining_items, total_items);
|
|
|
|
std::this_thread::sleep_for(CHECK_INTERVAL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-07-27 03:15:38 +00:00
|
|
|
bool AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads)
|
2017-06-19 04:17:18 +00:00
|
|
|
{
|
2017-07-27 03:15:38 +00:00
|
|
|
if (num_worker_threads == 0)
|
|
|
|
return true;
|
|
|
|
|
2017-06-19 04:17:18 +00:00
|
|
|
for (u32 i = 0; i < num_worker_threads; i++)
|
|
|
|
{
|
|
|
|
void* thread_param = nullptr;
|
|
|
|
if (!WorkerThreadInitMainThread(&thread_param))
|
|
|
|
{
|
|
|
|
WARN_LOG(VIDEO, "Failed to initialize shader compiler worker thread.");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_worker_thread_start_result.store(false);
|
|
|
|
|
|
|
|
std::thread thr(&AsyncShaderCompiler::WorkerThreadEntryPoint, this, thread_param);
|
|
|
|
m_init_event.Wait();
|
|
|
|
|
|
|
|
if (!m_worker_thread_start_result.load())
|
|
|
|
{
|
|
|
|
WARN_LOG(VIDEO, "Failed to start shader compiler worker thread.");
|
|
|
|
thr.join();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_worker_threads.push_back(std::move(thr));
|
|
|
|
}
|
2017-07-27 03:15:38 +00:00
|
|
|
|
|
|
|
return HasWorkerThreads();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AsyncShaderCompiler::ResizeWorkerThreads(u32 num_worker_threads)
|
|
|
|
{
|
|
|
|
if (m_worker_threads.size() == num_worker_threads)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
StopWorkerThreads();
|
|
|
|
return StartWorkerThreads(num_worker_threads);
|
2017-06-19 04:17:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool AsyncShaderCompiler::HasWorkerThreads() const
|
|
|
|
{
|
|
|
|
return !m_worker_threads.empty();
|
|
|
|
}
|
|
|
|
|
|
|
|
void AsyncShaderCompiler::StopWorkerThreads()
|
|
|
|
{
|
2017-07-27 03:15:38 +00:00
|
|
|
if (!HasWorkerThreads())
|
|
|
|
return;
|
|
|
|
|
2017-06-19 04:17:18 +00:00
|
|
|
// Signal worker threads to stop, and wake all of them.
|
|
|
|
{
|
|
|
|
std::lock_guard<std::mutex> guard(m_pending_work_lock);
|
|
|
|
m_exit_flag.Set();
|
|
|
|
m_worker_thread_wake.notify_all();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Wait for worker threads to exit.
|
|
|
|
for (std::thread& thr : m_worker_threads)
|
|
|
|
thr.join();
|
|
|
|
m_worker_threads.clear();
|
2017-07-27 03:15:38 +00:00
|
|
|
m_exit_flag.Clear();
|
2017-06-19 04:17:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool AsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void AsyncShaderCompiler::WorkerThreadExit(void* param)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void AsyncShaderCompiler::WorkerThreadEntryPoint(void* param)
|
|
|
|
{
|
|
|
|
// Initialize worker thread with backend-specific method.
|
|
|
|
if (!WorkerThreadInitWorkerThread(param))
|
|
|
|
{
|
|
|
|
WARN_LOG(VIDEO, "Failed to initialize shader compiler worker.");
|
|
|
|
m_worker_thread_start_result.store(false);
|
|
|
|
m_init_event.Set();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_worker_thread_start_result.store(true);
|
|
|
|
m_init_event.Set();
|
|
|
|
|
|
|
|
WorkerThreadRun();
|
|
|
|
|
|
|
|
WorkerThreadExit(param);
|
|
|
|
}
|
|
|
|
|
|
|
|
void AsyncShaderCompiler::WorkerThreadRun()
|
|
|
|
{
|
|
|
|
std::unique_lock<std::mutex> pending_lock(m_pending_work_lock);
|
|
|
|
while (!m_exit_flag.IsSet())
|
|
|
|
{
|
|
|
|
m_worker_thread_wake.wait(pending_lock);
|
|
|
|
|
|
|
|
while (!m_pending_work.empty() && !m_exit_flag.IsSet())
|
|
|
|
{
|
|
|
|
m_busy_workers++;
|
|
|
|
WorkItemPtr item(std::move(m_pending_work.front()));
|
|
|
|
m_pending_work.pop_front();
|
|
|
|
pending_lock.unlock();
|
|
|
|
|
|
|
|
if (item->Compile())
|
|
|
|
{
|
|
|
|
std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
|
|
|
|
m_completed_work.push_back(std::move(item));
|
|
|
|
}
|
|
|
|
|
|
|
|
pending_lock.lock();
|
|
|
|
m_busy_workers--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
} // namespace VideoCommon
|