[D3D12] Don't drain PSO preload creation queue if not queueing at all

This commit is contained in:
Triang3l 2022-01-30 12:37:14 +03:00
parent 4b8740d94f
commit 50cf96ff36
1 changed files with 32 additions and 30 deletions

View File

@ -703,37 +703,39 @@ void PipelineCache::InitializeShaderStorage(
++pipelines_created;
}
CreateQueuedPipelinesOnProcessorThread();
if (creation_threads_.size() > creation_thread_original_count) {
{
std::lock_guard<std::mutex> lock(creation_request_lock_);
creation_threads_shutdown_from_ = creation_thread_original_count;
// Assuming the queue is empty because of
// CreateQueuedPipelinesOnProcessorThread.
}
creation_request_cond_.notify_all();
while (creation_threads_.size() > creation_thread_original_count) {
xe::threading::Wait(creation_threads_.back().get(), false);
creation_threads_.pop_back();
}
bool await_creation_completion_event;
{
// Cleanup so additional threads can be created later again.
std::lock_guard<std::mutex> lock(creation_request_lock_);
creation_threads_shutdown_from_ = SIZE_MAX;
// If the invocation is blocking, all the shader storage initialization
// is expected to be done before proceeding, to avoid latency in the
// command processor after the invocation.
await_creation_completion_event =
blocking && creation_threads_busy_ != 0;
if (await_creation_completion_event) {
creation_completion_event_->Reset();
creation_completion_set_event_ = true;
if (!creation_threads_.empty()) {
CreateQueuedPipelinesOnProcessorThread();
if (creation_threads_.size() > creation_thread_original_count) {
{
std::lock_guard<std::mutex> lock(creation_request_lock_);
creation_threads_shutdown_from_ = creation_thread_original_count;
// Assuming the queue is empty because of
// CreateQueuedPipelinesOnProcessorThread.
}
creation_request_cond_.notify_all();
while (creation_threads_.size() > creation_thread_original_count) {
xe::threading::Wait(creation_threads_.back().get(), false);
creation_threads_.pop_back();
}
bool await_creation_completion_event;
{
// Cleanup so additional threads can be created later again.
std::lock_guard<std::mutex> lock(creation_request_lock_);
creation_threads_shutdown_from_ = SIZE_MAX;
// If the invocation is blocking, all the shader storage
// initialization is expected to be done before proceeding, to avoid
// latency in the command processor after the invocation.
await_creation_completion_event =
blocking && creation_threads_busy_ != 0;
if (await_creation_completion_event) {
creation_completion_event_->Reset();
creation_completion_set_event_ = true;
}
}
if (await_creation_completion_event) {
creation_request_cond_.notify_one();
xe::threading::Wait(creation_completion_event_.get(), false);
}
}
if (await_creation_completion_event) {
creation_request_cond_.notify_one();
xe::threading::Wait(creation_completion_event_.get(), false);
}
}