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authorAnthony <Helios747@users.noreply.github.com>2017-07-30 01:00:16 -0700
committerGitHub <noreply@github.com>2017-07-30 01:00:16 -0700
commitba57605266b9ab178963bf56e146f355d1b93cd4 (patch)
tree0ddc89cfca6db3d343d317c18b7c07c9ab83e9c4 /Source/Core/VideoCommon/AsyncShaderCompiler.cpp
parent5bad2ee4a4129e734ff4f4d861cedc4cd573df55 (diff)
parentb154edb4fbdb327920a33b44f35f34cdf2636d6f (diff)
Merge pull request #5702 from stenzek/ubershaders
Ubershaders 2.0
Diffstat (limited to 'Source/Core/VideoCommon/AsyncShaderCompiler.cpp')
-rw-r--r--Source/Core/VideoCommon/AsyncShaderCompiler.cpp233
1 files changed, 233 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/AsyncShaderCompiler.cpp b/Source/Core/VideoCommon/AsyncShaderCompiler.cpp
new file mode 100644
index 0000000000..59ef9762f1
--- /dev/null
+++ b/Source/Core/VideoCommon/AsyncShaderCompiler.cpp
@@ -0,0 +1,233 @@
+// Copyright 2017 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoCommon/AsyncShaderCompiler.h"
+#include <thread>
+#include "Common/Assert.h"
+#include "Common/Logging/Log.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());
+ _assert_(m_completed_work.empty());
+}
+
+void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item)
+{
+ // If no worker threads are available, compile synchronously.
+ if (!HasWorkerThreads())
+ {
+ item->Compile();
+ m_completed_work.push_back(std::move(item));
+ }
+ else
+ {
+ std::lock_guard<std::mutex> guard(m_pending_work_lock);
+ m_pending_work.push_back(std::move(item));
+ m_worker_thread_wake.notify_one();
+ }
+}
+
+void AsyncShaderCompiler::RetrieveWorkItems()
+{
+ std::deque<WorkItemPtr> completed_work;
+ {
+ std::lock_guard<std::mutex> 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<std::mutex> guard(m_pending_work_lock);
+ return !m_pending_work.empty() || m_busy_workers.load() != 0;
+}
+
+void AsyncShaderCompiler::WaitUntilCompletion()
+{
+ while (HasPendingWork())
+ std::this_thread::sleep_for(std::chrono::milliseconds(1));
+}
+
+void AsyncShaderCompiler::WaitUntilCompletion(
+ const std::function<void(size_t, size_t)>& 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 = 50;
+ 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<std::mutex> pending_guard(m_pending_work_lock);
+ std::lock_guard<std::mutex> 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<std::mutex> 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<std::mutex> 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)
+{
+ // 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<std::mutex> 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++;
+ WorkItemPtr item(std::move(m_pending_work.front()));
+ m_pending_work.pop_front();
+ pending_lock.unlock();
+
+ if (item->Compile())
+ {
+ std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
+ m_completed_work.push_back(std::move(item));
+ }
+
+ pending_lock.lock();
+ m_busy_workers--;
+ }
+ }
+}
+
+} // namespace VideoCommon