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Diffstat (limited to 'Source/Core/VideoCommon/ShaderCache.cpp')
-rw-r--r--Source/Core/VideoCommon/ShaderCache.cpp60
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;
}