diff options
Diffstat (limited to 'Source/Core/VideoCommon/ShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/ShaderCache.cpp | 60 |
1 files changed, 31 insertions, 29 deletions
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp index fbf31b1890..cc2ca81b7c 100644 --- a/Source/Core/VideoCommon/ShaderCache.cpp +++ b/Source/Core/VideoCommon/ShaderCache.cpp @@ -129,7 +129,7 @@ std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const } AppendGXPipelineUID(uid); - QueuePipelineCompile(uid); + QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE); return {}; } @@ -249,12 +249,12 @@ void ShaderCache::CompileMissingPipelines() for (auto& it : m_gx_pipeline_cache) { if (!it.second.second) - QueuePipelineCompile(it.first); + QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE); } for (auto& it : m_gx_uber_pipeline_cache) { if (!it.second.second) - QueueUberPipelineCompile(it.first); + QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE); } } @@ -655,7 +655,7 @@ void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config) } } -void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid) +void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority) { class VertexShaderWorkItem final : public AsyncShaderCompiler::WorkItem { @@ -680,10 +680,10 @@ void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid) m_vs_cache.shader_map[uid].pending = true; auto wi = m_async_shader_compiler->CreateWorkItem<VertexShaderWorkItem>(this, uid); - m_async_shader_compiler->QueueWorkItem(std::move(wi)); + m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); } -void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid) +void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority) { class VertexUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem { @@ -708,10 +708,10 @@ void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid m_uber_vs_cache.shader_map[uid].pending = true; auto wi = m_async_shader_compiler->CreateWorkItem<VertexUberShaderWorkItem>(this, uid); - m_async_shader_compiler->QueueWorkItem(std::move(wi)); + m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); } -void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid) +void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority) { class PixelShaderWorkItem final : public AsyncShaderCompiler::WorkItem { @@ -736,10 +736,10 @@ void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid) m_ps_cache.shader_map[uid].pending = true; auto wi = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(this, uid); - m_async_shader_compiler->QueueWorkItem(std::move(wi)); + m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); } -void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid) +void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority) { class PixelUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem { @@ -764,16 +764,16 @@ void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& m_uber_ps_cache.shader_map[uid].pending = true; auto wi = m_async_shader_compiler->CreateWorkItem<PixelUberShaderWorkItem>(this, uid); - m_async_shader_compiler->QueueWorkItem(std::move(wi)); + m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); } -void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid) +void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid, u32 priority) { class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem { public: - PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_) - : shader_cache(shader_cache_), uid(uid_) + PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_, u32 priority_) + : shader_cache(shader_cache_), uid(uid_), priority(priority_) { // Check if all the stages required for this pipeline have been compiled. // If not, this work item becomes a no-op, and re-queues the pipeline for the next frame. @@ -788,12 +788,12 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid) auto vs_it = shader_cache->m_vs_cache.shader_map.find(uid.vs_uid); stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending; if (vs_it == shader_cache->m_vs_cache.shader_map.end()) - shader_cache->QueueVertexShaderCompile(uid.vs_uid); + shader_cache->QueueVertexShaderCompile(uid.vs_uid, priority); auto ps_it = shader_cache->m_ps_cache.shader_map.find(uid.ps_uid); stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending; if (ps_it == shader_cache->m_ps_cache.shader_map.end()) - shader_cache->QueuePixelShaderCompile(uid.ps_uid); + shader_cache->QueuePixelShaderCompile(uid.ps_uid, priority); return stages_ready; } @@ -815,8 +815,8 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid) { // Re-queue for next frame. auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>( - shader_cache, uid); - shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi)); + shader_cache, uid, priority); + shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); } } @@ -824,22 +824,23 @@ void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid) ShaderCache* shader_cache; std::unique_ptr<AbstractPipeline> pipeline; GXPipelineUid uid; + u32 priority; std::optional<AbstractPipelineConfig> config; bool stages_ready; }; - auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid); - m_async_shader_compiler->QueueWorkItem(std::move(wi)); + auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, priority); + m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); m_gx_pipeline_cache[uid].second = true; } -void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid) +void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority) { class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem { public: - UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_) - : shader_cache(shader_cache_), uid(uid_) + UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_, u32 priority_) + : shader_cache(shader_cache_), uid(uid_), priority(priority_) { // Check if all the stages required for this UberPipeline have been compiled. // If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame. @@ -855,13 +856,13 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid) stages_ready &= vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending; if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end()) - shader_cache->QueueVertexUberShaderCompile(uid.vs_uid); + shader_cache->QueueVertexUberShaderCompile(uid.vs_uid, priority); auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(uid.ps_uid); stages_ready &= ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending; if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end()) - shader_cache->QueuePixelUberShaderCompile(uid.ps_uid); + shader_cache->QueuePixelUberShaderCompile(uid.ps_uid, priority); return stages_ready; } @@ -883,8 +884,8 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid) { // Re-queue for next frame. auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>( - shader_cache, uid); - shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi)); + shader_cache, uid, priority); + shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); } } @@ -892,12 +893,13 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid) ShaderCache* shader_cache; std::unique_ptr<AbstractPipeline> UberPipeline; GXUberPipelineUid uid; + u32 priority; std::optional<AbstractPipelineConfig> config; bool stages_ready; }; - auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid); - m_async_shader_compiler->QueueWorkItem(std::move(wi)); + auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, priority); + m_async_shader_compiler->QueueWorkItem(std::move(wi), priority); m_gx_uber_pipeline_cache[uid].second = true; } |
