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video_core: Disable async shader loading with strict contexts

This commit is contained in:
GPUCode 2023-04-03 14:32:13 +03:00
parent 3846d0c2cd
commit 71d4a85957
5 changed files with 40 additions and 24 deletions

View File

@ -82,6 +82,8 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen, bool is_secondary)
exit(1);
}
strict_context_required = std::strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0;
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);

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@ -407,6 +407,7 @@ GRenderWindow::GRenderWindow(QWidget* parent_, EmuThread* emu_thread, bool is_se
setLayout(layout);
this->setMouseTracking(true);
strict_context_required = QGuiApplication::platformName() == QStringLiteral("wayland");
GMainWindow* parent = GetMainWindow();
connect(this, &GRenderWindow::FirstFrameDisplayed, parent, &GMainWindow::OnLoadComplete);

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@ -203,6 +203,10 @@ public:
return active_config;
}
bool StrictContextRequired() const {
return strict_context_required;
}
/**
* Requests the internal configuration to be replaced by the specified argument at some point in
* the future.
@ -268,6 +272,7 @@ protected:
}
bool is_secondary{};
bool strict_context_required{};
WindowSystemInfo window_info;
private:

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@ -7,6 +7,7 @@
#include <thread>
#include <unordered_map>
#include <variant>
#include "common/scope_exit.h"
#include "video_core/renderer_opengl/gl_driver.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
@ -367,7 +368,9 @@ public:
ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, const Driver& driver_,
bool separable)
: impl(std::make_unique<Impl>(separable)), emu_window{emu_window_}, driver{driver_} {}
: emu_window{emu_window_}, driver{driver_},
strict_context_required{emu_window.StrictContextRequired()}, impl{std::make_unique<Impl>(
separable)} {}
ShaderProgramManager::~ShaderProgramManager() = default;
@ -622,8 +625,8 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
compilation_failed = false;
std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
const auto LoadRawSepareble = [&](Frontend::GraphicsContext* context, std::size_t begin,
std::size_t end) {
const auto LoadRawSepareble = [&](std::size_t begin, std::size_t end,
Frontend::GraphicsContext* context = nullptr) {
const auto scope = context->Acquire();
for (std::size_t i = begin; i < end; ++i) {
if (stop_loading || compilation_failed) {
@ -683,27 +686,32 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
}
};
const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
const std::size_t bucket_size{load_raws_size / num_workers};
std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers);
std::vector<std::thread> threads(num_workers);
if (!strict_context_required) {
const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
const std::size_t bucket_size{load_raws_size / num_workers};
std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers);
std::vector<std::thread> threads(num_workers);
emu_window.SaveContext();
for (std::size_t i = 0; i < num_workers; ++i) {
const bool is_last_worker = i + 1 == num_workers;
const std::size_t start{bucket_size * i};
const std::size_t end{is_last_worker ? load_raws_size : start + bucket_size};
emu_window.SaveContext();
for (std::size_t i = 0; i < num_workers; ++i) {
const bool is_last_worker = i + 1 == num_workers;
const std::size_t start{bucket_size * i};
const std::size_t end{is_last_worker ? load_raws_size : start + bucket_size};
// On some platforms the shared context has to be created from the GUI thread
contexts[i] = emu_window.CreateSharedContext();
// Release the context, so it can be immediately used by the spawned thread
contexts[i]->DoneCurrent();
threads[i] = std::thread(LoadRawSepareble, contexts[i].get(), start, end);
// On some platforms the shared context has to be created from the GUI thread
contexts[i] = emu_window.CreateSharedContext();
// Release the context, so it can be immediately used by the spawned thread
contexts[i]->DoneCurrent();
threads[i] = std::thread(LoadRawSepareble, start, end, contexts[i].get());
}
for (auto& thread : threads) {
thread.join();
}
emu_window.RestoreContext();
} else {
const auto dummy_context{std::make_unique<Frontend::GraphicsContext>()};
LoadRawSepareble(0, load_raws_size, dummy_context.get());
}
for (auto& thread : threads) {
thread.join();
}
emu_window.RestoreContext();
if (compilation_failed) {
disk_cache.InvalidateAll();

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@ -46,10 +46,10 @@ public:
void ApplyTo(OpenGLState& state);
private:
class Impl;
std::unique_ptr<Impl> impl;
Frontend::EmuWindow& emu_window;
const Driver& driver;
bool strict_context_required;
class Impl;
std::unique_ptr<Impl> impl;
};
} // namespace OpenGL