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authorAdmiral H. Curtiss <pikachu025@gmail.com>2022-07-02 13:08:37 +0200
committerGitHub <noreply@github.com>2022-07-02 13:08:37 +0200
commit3bcd7aced92206d24ded30e0a595d2d87875e9f0 (patch)
tree1b582773b15ee262c1c8650d2ba6adcb40f9c73b /Source
parent2f228310affd10297d4e7d61ad2aa2c910b69eac (diff)
parent7faf5ea170f23de3b4a7b9362926490c5b7a97bc (diff)
Merge pull request #8467 from CookiePLMonster/interruptable-shader-precompile
Make shader precompilation interruptable
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoCommon/AsyncShaderCompiler.cpp20
-rw-r--r--Source/Core/VideoCommon/AsyncShaderCompiler.h6
-rw-r--r--Source/Core/VideoCommon/ShaderCache.cpp58
3 files changed, 46 insertions, 38 deletions
diff --git a/Source/Core/VideoCommon/AsyncShaderCompiler.cpp b/Source/Core/VideoCommon/AsyncShaderCompiler.cpp
index 7e13168f69..7e6f960d7f 100644
--- a/Source/Core/VideoCommon/AsyncShaderCompiler.cpp
+++ b/Source/Core/VideoCommon/AsyncShaderCompiler.cpp
@@ -9,6 +9,8 @@
#include "Common/Logging/Log.h"
#include "Common/Thread.h"
+#include "Core/Core.h"
+
namespace VideoCommon
{
AsyncShaderCompiler::AsyncShaderCompiler()
@@ -65,17 +67,11 @@ bool AsyncShaderCompiler::HasCompletedWork()
return !m_completed_work.empty();
}
-void AsyncShaderCompiler::WaitUntilCompletion()
-{
- while (HasPendingWork())
- std::this_thread::sleep_for(std::chrono::milliseconds(1));
-}
-
-void AsyncShaderCompiler::WaitUntilCompletion(
+bool AsyncShaderCompiler::WaitUntilCompletion(
const std::function<void(size_t, size_t)>& progress_callback)
{
if (!HasPendingWork())
- return;
+ return true;
// Wait a second before opening a progress dialog.
// This way, if the operation completes quickly, we don't annoy the user.
@@ -85,11 +81,11 @@ void AsyncShaderCompiler::WaitUntilCompletion(
{
std::this_thread::sleep_for(std::chrono::milliseconds(CHECK_INTERVAL));
if (!HasPendingWork())
- return;
+ return true;
}
// Grab the number of pending items. We use this to work out how many are left.
- size_t total_items = 0;
+ size_t total_items;
{
// Safe to hold both locks here, since nowhere else does.
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
@@ -100,6 +96,9 @@ void AsyncShaderCompiler::WaitUntilCompletion(
// Update progress while the compiles complete.
for (;;)
{
+ if (Core::GetState() == Core::State::Stopping)
+ return false;
+
size_t remaining_items;
{
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
@@ -111,6 +110,7 @@ void AsyncShaderCompiler::WaitUntilCompletion(
progress_callback(total_items - remaining_items, total_items);
std::this_thread::sleep_for(CHECK_INTERVAL);
}
+ return true;
}
bool AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads)
diff --git a/Source/Core/VideoCommon/AsyncShaderCompiler.h b/Source/Core/VideoCommon/AsyncShaderCompiler.h
index 15f46f1a0a..8773891d61 100644
--- a/Source/Core/VideoCommon/AsyncShaderCompiler.h
+++ b/Source/Core/VideoCommon/AsyncShaderCompiler.h
@@ -49,11 +49,9 @@ public:
bool HasPendingWork();
bool HasCompletedWork();
- // Simpler version without progress updates.
- void WaitUntilCompletion();
-
// Calls progress_callback periodically, with completed_items, and total_items.
- void WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
+ // Returns false if interrupted.
+ bool WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
// Needed because of calling virtual methods in shutdown procedure.
bool StartWorkerThreads(u32 num_worker_threads);
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp
index 81aa4cd8a6..8bc14d28ed 100644
--- a/Source/Core/VideoCommon/ShaderCache.cpp
+++ b/Source/Core/VideoCommon/ShaderCache.cpp
@@ -157,34 +157,44 @@ const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineU
void ShaderCache::WaitForAsyncCompiler()
{
- while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
+ bool running = true;
+
+ constexpr auto update_ui_progress = [](size_t completed, size_t total) {
+ g_renderer->BeginUIFrame();
+
+ const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
+ const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
+ const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
+
+ ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
+ ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
+ if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
+ ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
+ ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
+ ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
+ ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
+ {
+ ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
+ ImGui::ProgressBar(static_cast<float>(completed) /
+ static_cast<float>(std::max(total, static_cast<size_t>(1))),
+ ImVec2(-1.0f, 0.0f), "");
+ }
+ ImGui::End();
+
+ g_renderer->EndUIFrame();
+ };
+
+ while (running &&
+ (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork()))
{
- m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
- g_renderer->BeginUIFrame();
-
- const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
- const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
- const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
-
- ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
- ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
- if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
- ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
- ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
- ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
- ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
- {
- ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
- ImGui::ProgressBar(static_cast<float>(completed) /
- static_cast<float>(std::max(total, static_cast<size_t>(1))),
- ImVec2(-1.0f, 0.0f), "");
- }
- ImGui::End();
+ running = m_async_shader_compiler->WaitUntilCompletion(update_ui_progress);
- g_renderer->EndUIFrame();
- });
m_async_shader_compiler->RetrieveWorkItems();
}
+
+ // Just render nothing to clear the screen
+ g_renderer->BeginUIFrame();
+ g_renderer->EndUIFrame();
}
template <typename SerializedUidType, typename UidType>