summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/AsyncShaderCompiler.cpp
AgeCommit message (Collapse)Author
2025-02-05Refactor: Make loop non-infinite instead in AsyncShaderCompiler.Javier Martinez
2024-04-08Core::GetState: Avoid Global System Accessormitaclaw
2022-06-10Allow to interrupt shader precompilation by stopping emulationSilent
2021-12-10Treewide: Adjust order of includesPokechu22
2021-07-05treewide: convert GPLv2+ license info to SPDX tagsPierre Bourdon
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.
2020-11-17VideoCommon: Migrate over to fmtLioncash
Migrates off the printf-based formatting where applicable.
2020-08-22name some threadsShawn Hoffman
2019-01-25ShaderCache: Use imgui for shader compilation dialogStenzek
2018-03-19Merge pull request #6442 from stenzek/async-compiler-priorityMarkus Wick
ShaderCache: Implement compile priority
2018-03-17ShaderCache: Implement compile priorityStenzek
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.
2018-03-14Assert: Uppercase assertion macrosLioncash
Macros should be all upper-cased. This is also kind of a wart that's been sticking out for quite a while now (we avoid prefixing underscores).
2018-03-15ShaderCache: Fix several issues in background shader compilingStenzek
- 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.
2018-03-10ShaderCache: Implement background shader compilationStenzek
This enables shaders to be compiled while the game is starting, instead of blocking startup. If a shader is needed before it is compiled, emulation will block.
2017-07-30VideoBackends: Support a different number of threads for precompilingStenzek
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.
2017-07-30VideoCommon: Add AsyncShaderCompiler class implementationStenzek