// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/AsyncShaderCompiler.h" #include #include "Common/Assert.h" #include "Common/Logging/Log.h" #include "Common/Thread.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, u32 priority) { // If no worker threads are available, compile synchronously. if (!HasWorkerThreads()) { item->Compile(); m_completed_work.push_back(std::move(item)); } else { std::lock_guard guard(m_pending_work_lock); m_pending_work.emplace(priority, std::move(item)); m_worker_thread_wake.notify_one(); } } void AsyncShaderCompiler::RetrieveWorkItems() { std::deque completed_work; { std::lock_guard 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 guard(m_pending_work_lock); return !m_pending_work.empty() || m_busy_workers.load() != 0; } bool AsyncShaderCompiler::HasCompletedWork() { std::lock_guard guard(m_completed_work_lock); return !m_completed_work.empty(); } void AsyncShaderCompiler::WaitUntilCompletion() { while (HasPendingWork()) std::this_thread::sleep_for(std::chrono::milliseconds(1)); } void AsyncShaderCompiler::WaitUntilCompletion( const std::function& 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 = 1000 / 30; 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 pending_guard(m_pending_work_lock); std::lock_guard 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 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); } } bool AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads) { if (num_worker_threads == 0) return true; 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)); } 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); } bool AsyncShaderCompiler::HasWorkerThreads() const { return !m_worker_threads.empty(); } void AsyncShaderCompiler::StopWorkerThreads() { if (!HasWorkerThreads()) return; // Signal worker threads to stop, and wake all of them. { std::lock_guard 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(); m_exit_flag.Clear(); } bool AsyncShaderCompiler::WorkerThreadInitMainThread(void** param) { return true; } bool AsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param) { return true; } void AsyncShaderCompiler::WorkerThreadExit(void* param) { } void AsyncShaderCompiler::WorkerThreadEntryPoint(void* param) { Common::SetCurrentThreadName("AsyncShaderCompiler Worker"); // 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 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++; auto iter = m_pending_work.begin(); WorkItemPtr item(std::move(iter->second)); m_pending_work.erase(iter); pending_lock.unlock(); if (item->Compile()) { std::lock_guard completed_guard(m_completed_work_lock); m_completed_work.push_back(std::move(item)); } pending_lock.lock(); m_busy_workers--; } } } } // namespace VideoCommon