Merge pull request #8467 from CookiePLMonster/interruptable-shader-precompile
Make shader precompilation interruptable
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commit
3bcd7aced9
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@ -9,6 +9,8 @@
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#include "Common/Logging/Log.h"
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#include "Common/Thread.h"
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#include "Core/Core.h"
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namespace VideoCommon
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{
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AsyncShaderCompiler::AsyncShaderCompiler()
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@ -65,17 +67,11 @@ bool AsyncShaderCompiler::HasCompletedWork()
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return !m_completed_work.empty();
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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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bool 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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return true;
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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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@ -85,11 +81,11 @@ void AsyncShaderCompiler::WaitUntilCompletion(
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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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return true;
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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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size_t total_items;
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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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@ -100,6 +96,9 @@ void AsyncShaderCompiler::WaitUntilCompletion(
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// Update progress while the compiles complete.
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for (;;)
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{
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if (Core::GetState() == Core::State::Stopping)
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return false;
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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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@ -111,6 +110,7 @@ void AsyncShaderCompiler::WaitUntilCompletion(
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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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return true;
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}
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bool AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads)
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@ -49,11 +49,9 @@ public:
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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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// Returns false if interrupted.
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bool 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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@ -157,34 +157,44 @@ const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineU
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void ShaderCache::WaitForAsyncCompiler()
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{
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while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
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bool running = true;
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constexpr auto update_ui_progress = [](size_t completed, size_t total) {
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g_renderer->BeginUIFrame();
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const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
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const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
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const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
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ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
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ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
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ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
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ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
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{
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ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
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ImGui::ProgressBar(static_cast<float>(completed) /
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static_cast<float>(std::max(total, static_cast<size_t>(1))),
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ImVec2(-1.0f, 0.0f), "");
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}
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ImGui::End();
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g_renderer->EndUIFrame();
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};
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while (running &&
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(m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork()))
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{
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m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
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g_renderer->BeginUIFrame();
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running = m_async_shader_compiler->WaitUntilCompletion(update_ui_progress);
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const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
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const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
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const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
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ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
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ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
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ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
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ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
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{
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ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
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ImGui::ProgressBar(static_cast<float>(completed) /
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static_cast<float>(std::max(total, static_cast<size_t>(1))),
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ImVec2(-1.0f, 0.0f), "");
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}
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ImGui::End();
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g_renderer->EndUIFrame();
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});
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m_async_shader_compiler->RetrieveWorkItems();
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}
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// Just render nothing to clear the screen
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g_renderer->BeginUIFrame();
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g_renderer->EndUIFrame();
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}
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template <typename SerializedUidType, typename UidType>
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