VideoCommon: Add AsyncShaderCompiler class implementation
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// 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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#include "VideoCommon/AsyncShaderCompiler.h"
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#include <thread>
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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namespace VideoCommon
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{
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AsyncShaderCompiler::AsyncShaderCompiler()
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{
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}
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AsyncShaderCompiler::~AsyncShaderCompiler()
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{
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// Pending work can be left at shutdown.
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// The work item classes are expected to clean up after themselves.
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_assert_(!HasWorkerThreads());
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_assert_(m_completed_work.empty());
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}
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void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item)
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{
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// If no worker threads are available, compile synchronously.
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if (!HasWorkerThreads())
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{
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item->Compile();
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m_completed_work.push_back(std::move(item));
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}
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else
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{
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std::lock_guard<std::mutex> guard(m_pending_work_lock);
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m_pending_work.push_back(std::move(item));
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m_worker_thread_wake.notify_one();
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}
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}
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void AsyncShaderCompiler::RetrieveWorkItems()
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{
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std::deque<WorkItemPtr> completed_work;
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{
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std::lock_guard<std::mutex> guard(m_completed_work_lock);
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m_completed_work.swap(completed_work);
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}
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while (!completed_work.empty())
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{
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completed_work.front()->Retrieve();
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completed_work.pop_front();
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}
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}
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bool AsyncShaderCompiler::HasPendingWork()
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{
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std::lock_guard<std::mutex> guard(m_pending_work_lock);
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return !m_pending_work.empty() || m_busy_workers.load() != 0;
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}
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void AsyncShaderCompiler::WaitUntilCompletion()
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{
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while (HasPendingWork())
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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void AsyncShaderCompiler::WaitUntilCompletion(
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const std::function<void(size_t, size_t)>& progress_callback)
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{
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if (!HasPendingWork())
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return;
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// Wait a second before opening a progress dialog.
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// This way, if the operation completes quickly, we don't annoy the user.
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constexpr u32 CHECK_INTERVAL_MS = 50;
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constexpr auto CHECK_INTERVAL = std::chrono::milliseconds(CHECK_INTERVAL_MS);
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for (u32 i = 0; i < (1000 / CHECK_INTERVAL_MS); i++)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(CHECK_INTERVAL));
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if (!HasPendingWork())
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return;
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}
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// Grab the number of pending items. We use this to work out how many are left.
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size_t total_items = 0;
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{
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// Safe to hold both locks here, since nowhere else does.
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std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
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std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
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total_items = m_completed_work.size() + m_pending_work.size() + m_busy_workers.load() + 1;
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}
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// Update progress while the compiles complete.
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for (;;)
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{
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size_t remaining_items;
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{
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std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
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if (m_pending_work.empty() && !m_busy_workers.load())
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break;
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remaining_items = m_pending_work.size();
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}
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progress_callback(total_items - remaining_items, total_items);
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std::this_thread::sleep_for(CHECK_INTERVAL);
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}
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}
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void AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads)
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{
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for (u32 i = 0; i < num_worker_threads; i++)
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{
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void* thread_param = nullptr;
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if (!WorkerThreadInitMainThread(&thread_param))
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{
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WARN_LOG(VIDEO, "Failed to initialize shader compiler worker thread.");
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break;
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}
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m_worker_thread_start_result.store(false);
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std::thread thr(&AsyncShaderCompiler::WorkerThreadEntryPoint, this, thread_param);
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m_init_event.Wait();
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if (!m_worker_thread_start_result.load())
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{
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WARN_LOG(VIDEO, "Failed to start shader compiler worker thread.");
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thr.join();
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break;
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}
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m_worker_threads.push_back(std::move(thr));
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}
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}
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bool AsyncShaderCompiler::HasWorkerThreads() const
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{
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return !m_worker_threads.empty();
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}
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void AsyncShaderCompiler::StopWorkerThreads()
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{
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// Signal worker threads to stop, and wake all of them.
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{
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std::lock_guard<std::mutex> guard(m_pending_work_lock);
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m_exit_flag.Set();
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m_worker_thread_wake.notify_all();
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}
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// Wait for worker threads to exit.
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for (std::thread& thr : m_worker_threads)
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thr.join();
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m_worker_threads.clear();
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}
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bool AsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
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{
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return true;
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}
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bool AsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
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{
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return true;
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}
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void AsyncShaderCompiler::WorkerThreadExit(void* param)
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{
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}
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void AsyncShaderCompiler::WorkerThreadEntryPoint(void* param)
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{
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// Initialize worker thread with backend-specific method.
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if (!WorkerThreadInitWorkerThread(param))
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{
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WARN_LOG(VIDEO, "Failed to initialize shader compiler worker.");
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m_worker_thread_start_result.store(false);
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m_init_event.Set();
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return;
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}
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m_worker_thread_start_result.store(true);
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m_init_event.Set();
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WorkerThreadRun();
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WorkerThreadExit(param);
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}
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void AsyncShaderCompiler::WorkerThreadRun()
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{
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std::unique_lock<std::mutex> pending_lock(m_pending_work_lock);
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while (!m_exit_flag.IsSet())
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{
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m_worker_thread_wake.wait(pending_lock);
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while (!m_pending_work.empty() && !m_exit_flag.IsSet())
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{
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m_busy_workers++;
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WorkItemPtr item(std::move(m_pending_work.front()));
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m_pending_work.pop_front();
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pending_lock.unlock();
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if (item->Compile())
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{
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std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
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m_completed_work.push_back(std::move(item));
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}
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pending_lock.lock();
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m_busy_workers--;
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}
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}
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}
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} // namespace VideoCommon
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@ -0,0 +1,83 @@
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// 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 <memory>
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#include <mutex>
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#include <thread>
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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::unique_ptr<WorkItem>(new T(params...));
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}
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void QueueWorkItem(WorkItemPtr item);
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void RetrieveWorkItems();
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bool HasPendingWork();
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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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void StartWorkerThreads(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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std::deque<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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@ -1,6 +1,7 @@
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set(SRCS
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AbstractTexture.cpp
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AsyncRequests.cpp
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AsyncShaderCompiler.cpp
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BoundingBox.cpp
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BPFunctions.cpp
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BPMemory.cpp
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<ItemGroup>
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<ClCompile Include="AbstractTexture.cpp" />
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<ClCompile Include="AsyncRequests.cpp" />
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<ClCompile Include="AsyncShaderCompiler.cpp" />
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<ClCompile Include="AVIDump.cpp" />
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<ClCompile Include="BoundingBox.cpp" />
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<ClCompile Include="BPFunctions.cpp" />
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<ItemGroup>
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<ClInclude Include="AbstractTexture.h" />
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<ClInclude Include="AsyncRequests.h" />
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<ClInclude Include="AsyncShaderCompiler.h" />
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<ClInclude Include="AVIDump.h" />
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<ClInclude Include="BoundingBox.h" />
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<ClInclude Include="BPFunctions.h" />
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<ClCompile Include="ShaderGenCommon.cpp">
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<Filter>Shader Generators</Filter>
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</ClCompile>
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<ClCompile Include="AsyncShaderCompiler.cpp">
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<Filter>Util</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="CommandProcessor.h" />
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<ClInclude Include="AbstractTexture.h">
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<Filter>Base</Filter>
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</ClInclude>
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<ClInclude Include="AsyncShaderCompiler.h">
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<Filter>Util</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Text Include="CMakeLists.txt" />
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</ItemGroup>
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</Project>
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</Project>
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