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e149ad4f0a
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.
91 lines
2.5 KiB
C++
91 lines
2.5 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <atomic>
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#include <condition_variable>
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#include <deque>
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#include <functional>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <thread>
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#include <utility>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/Flag.h"
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namespace VideoCommon
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{
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class AsyncShaderCompiler
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{
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public:
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class WorkItem
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{
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public:
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virtual ~WorkItem() = default;
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virtual bool Compile() = 0;
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virtual void Retrieve() = 0;
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};
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using WorkItemPtr = std::unique_ptr<WorkItem>;
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AsyncShaderCompiler();
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virtual ~AsyncShaderCompiler();
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template <typename T, typename... Params>
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static WorkItemPtr CreateWorkItem(Params&&... params)
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{
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return std::make_unique<T>(std::forward<Params>(params)...);
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}
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// Queues a new work item to the compiler threads. The lower the priority, the sooner
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// this work item will be compiled, relative to the other work items.
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void QueueWorkItem(WorkItemPtr item, u32 priority);
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void RetrieveWorkItems();
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bool HasPendingWork();
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bool HasCompletedWork();
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// Simpler version without progress updates.
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void WaitUntilCompletion();
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// Calls progress_callback periodically, with completed_items, and total_items.
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void WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
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// Needed because of calling virtual methods in shutdown procedure.
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bool StartWorkerThreads(u32 num_worker_threads);
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bool ResizeWorkerThreads(u32 num_worker_threads);
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bool HasWorkerThreads() const;
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void StopWorkerThreads();
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protected:
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virtual bool WorkerThreadInitMainThread(void** param);
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virtual bool WorkerThreadInitWorkerThread(void* param);
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virtual void WorkerThreadExit(void* param);
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private:
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void WorkerThreadEntryPoint(void* param);
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void WorkerThreadRun();
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Common::Flag m_exit_flag;
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Common::Event m_init_event;
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std::vector<std::thread> m_worker_threads;
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std::atomic_bool m_worker_thread_start_result{false};
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// A multimap is used to store the work items. We can't use a priority_queue here, because
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// there's no way to obtain a non-const reference, which we need for the unique_ptr.
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std::multimap<u32, WorkItemPtr> m_pending_work;
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std::mutex m_pending_work_lock;
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std::condition_variable m_worker_thread_wake;
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std::atomic_size_t m_busy_workers{0};
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std::deque<WorkItemPtr> m_completed_work;
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std::mutex m_completed_work_lock;
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};
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} // namespace VideoCommon
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