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<title>dolphin/Source/Core/VideoCommon/AsyncShaderCompiler.h, branch release-prep-2606</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: add method to async shader compiler to clear pending/completed work (used on shutdown), this will in turn clear up any resources that the worker items may have held onto</title>
<updated>2025-11-21T07:17:45+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-21T04:12:09+00:00</published>
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<entry>
<title>Allow to interrupt shader precompilation by stopping emulation</title>
<updated>2022-06-10T15:11:32+00:00</updated>
<author>
<name>Silent</name>
<email>zdanio95@gmail.com</email>
</author>
<published>2019-11-10T20:52:52+00:00</published>
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<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
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</content>
</entry>
<entry>
<title>ShaderCache: Implement compile priority</title>
<updated>2018-03-16T15:53:11+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-03-16T12:48:56+00:00</published>
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Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
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Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderCache: Fix several issues in background shader compiling</title>
<updated>2018-03-14T15:50:47+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-03-11T04:24:45+00:00</published>
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- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
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- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
</pre>
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</content>
</entry>
<entry>
<title>AsyncShaderCompiler: use std::make_unique in CreateWorkItem()</title>
<updated>2017-09-02T18:08:00+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-09-02T18:07:57+00:00</published>
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Same behavior, simpler code.
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Same behavior, simpler code.
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<entry>
<title>AsyncShaderCompiler: Forward arguments to the specified type's constructor in CreateWorkItem()</title>
<updated>2017-09-02T18:06:48+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-09-02T17:49:07+00:00</published>
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As this just hands off the arguments to another type's constructor,
perfect forwarding should be used here to preserve any potential move semantics.
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As this just hands off the arguments to another type's constructor,
perfect forwarding should be used here to preserve any potential move semantics.
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</entry>
<entry>
<title>VideoBackends: Support a different number of threads for precompiling</title>
<updated>2017-07-30T07:43:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-27T03:15:38+00:00</published>
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
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</content>
</entry>
<entry>
<title>VideoCommon: Add AsyncShaderCompiler class implementation</title>
<updated>2017-07-30T07:43:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-06-19T04:17:18+00:00</published>
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