Merge pull request #4955 from lioncash/move3
async_shaders: std::move data within QueueVulkanShader()
This commit is contained in:
commit
5502f39125
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@ -43,8 +43,8 @@ void AsyncShaders::AllocateWorkers() {
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// Create workers
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// Create workers
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for (std::size_t i = 0; i < num_workers; i++) {
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for (std::size_t i = 0; i < num_workers; i++) {
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context_list.push_back(emu_window.CreateSharedContext());
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context_list.push_back(emu_window.CreateSharedContext());
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worker_threads.push_back(
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worker_threads.emplace_back(&AsyncShaders::ShaderCompilerThread, this,
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std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get()));
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context_list[i].get());
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}
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}
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}
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}
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@ -106,8 +106,7 @@ std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
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std::vector<Result> results;
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std::vector<Result> results;
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{
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{
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std::unique_lock lock{completed_mutex};
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std::unique_lock lock{completed_mutex};
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results.assign(std::make_move_iterator(finished_work.begin()),
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results = std::move(finished_work);
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std::make_move_iterator(finished_work.end()));
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finished_work.clear();
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finished_work.clear();
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}
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}
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return results;
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return results;
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@ -116,11 +115,10 @@ std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
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void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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Tegra::Engines::ShaderType shader_type, u64 uid,
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Tegra::Engines::ShaderType shader_type, u64 uid,
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std::vector<u64> code, std::vector<u64> code_b,
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std::vector<u64> code, std::vector<u64> code_b,
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u32 main_offset,
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u32 main_offset, CompilerSettings compiler_settings,
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VideoCommon::Shader::CompilerSettings compiler_settings,
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const Registry& registry, VAddr cpu_addr) {
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const VideoCommon::Shader::Registry& registry,
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std::unique_lock lock(queue_mutex);
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VAddr cpu_addr) {
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pending_queue.push({
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WorkerParams params{
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.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
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.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
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.device = &device,
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.device = &device,
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.shader_type = shader_type,
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.shader_type = shader_type,
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@ -131,9 +129,7 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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.compiler_settings = compiler_settings,
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.compiler_settings = compiler_settings,
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.registry = registry,
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.registry = registry,
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.cpu_address = cpu_addr,
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.cpu_address = cpu_addr,
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};
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});
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std::unique_lock lock(queue_mutex);
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pending_queue.push(std::move(params));
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cv.notify_one();
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cv.notify_one();
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}
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}
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@ -145,7 +141,8 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program,
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Vulkan::SPIRVProgram program,
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Vulkan::GraphicsPipelineCacheKey key) {
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Vulkan::GraphicsPipelineCacheKey key) {
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WorkerParams params{
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std::unique_lock lock(queue_mutex);
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pending_queue.push({
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.backend = Backend::Vulkan,
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.backend = Backend::Vulkan,
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.pp_cache = pp_cache,
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.pp_cache = pp_cache,
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.vk_device = &device,
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.vk_device = &device,
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@ -153,13 +150,10 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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.descriptor_pool = &descriptor_pool,
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.descriptor_pool = &descriptor_pool,
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.update_descriptor_queue = &update_descriptor_queue,
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.update_descriptor_queue = &update_descriptor_queue,
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.renderpass_cache = &renderpass_cache,
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.renderpass_cache = &renderpass_cache,
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.bindings = bindings,
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.bindings = std::move(bindings),
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.program = program,
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.program = std::move(program),
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.key = key,
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.key = key,
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};
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});
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std::unique_lock lock(queue_mutex);
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pending_queue.push(std::move(params));
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cv.notify_one();
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cv.notify_one();
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}
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}
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