opengl: Fix asynchronous shaders
Wait for shader to build before configuring it, and wait for the shader to build before sharing it with other contexts.
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258f35515d
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8381490a04
@ -237,10 +237,12 @@ GraphicsPipeline::GraphicsPipeline(
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if (key.xfb_enabled && device.UseAssemblyShaders()) {
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GenerateTransformFeedbackState();
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}
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auto func{[this, device, sources, sources_spirv,
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shader_notify](ShaderContext::Context*) mutable {
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const bool in_parallel = thread_worker != nullptr;
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const auto backend = device.GetShaderBackend();
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auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
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shader_notify, backend, in_parallel](ShaderContext::Context*) mutable {
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for (size_t stage = 0; stage < 5; ++stage) {
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switch (device.GetShaderBackend()) {
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switch (backend) {
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case Settings::ShaderBackend::GLSL:
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if (!sources[stage].empty()) {
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source_programs[stage] = CreateProgram(sources[stage], Stage(stage));
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@ -249,6 +251,10 @@ GraphicsPipeline::GraphicsPipeline(
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case Settings::ShaderBackend::GLASM:
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if (!sources[stage].empty()) {
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assembly_programs[stage] = CompileProgram(sources[stage], AssemblyStage(stage));
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if (in_parallel) {
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// Make sure program is built before continuing when building in parallel
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glGetString(GL_PROGRAM_ERROR_STRING_NV);
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}
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}
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break;
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case Settings::ShaderBackend::SPIRV:
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@ -258,10 +264,20 @@ GraphicsPipeline::GraphicsPipeline(
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break;
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}
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}
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if (in_parallel && backend != Settings::ShaderBackend::GLASM) {
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// Make sure programs have built if we are building shaders in parallel
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for (OGLProgram& program : source_programs) {
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if (program.handle != 0) {
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GLint status{};
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glGetProgramiv(program.handle, GL_LINK_STATUS, &status);
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}
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}
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}
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if (shader_notify) {
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shader_notify->MarkShaderComplete();
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}
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is_built = true;
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built_condvar.notify_one();
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}};
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if (thread_worker) {
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thread_worker->QueueWork(std::move(func));
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@ -434,6 +450,9 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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buffer_cache.UpdateGraphicsBuffers(is_indexed);
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buffer_cache.BindHostGeometryBuffers(is_indexed);
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if (!is_built.load(std::memory_order::relaxed)) {
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WaitForBuild();
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}
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if (assembly_programs[0].handle != 0) {
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program_manager.BindAssemblyPrograms(assembly_programs, enabled_stages_mask);
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} else {
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@ -545,4 +564,9 @@ void GraphicsPipeline::GenerateTransformFeedbackState() {
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num_xfb_strides = static_cast<GLsizei>(current_stream - xfb_streams.data());
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}
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void GraphicsPipeline::WaitForBuild() {
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std::unique_lock lock{built_mutex};
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built_condvar.wait(lock, [this] { return is_built.load(std::memory_order::relaxed); });
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}
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} // namespace OpenGL
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@ -119,6 +119,8 @@ private:
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void GenerateTransformFeedbackState();
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void WaitForBuild();
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TextureCache& texture_cache;
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BufferCache& buffer_cache;
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Tegra::MemoryManager& gpu_memory;
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@ -143,13 +145,16 @@ private:
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bool use_storage_buffers{};
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bool writes_global_memory{};
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std::atomic_bool is_built{false};
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static constexpr std::size_t XFB_ENTRY_STRIDE = 3;
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GLsizei num_xfb_attribs{};
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GLsizei num_xfb_strides{};
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std::array<GLint, 128 * XFB_ENTRY_STRIDE * Maxwell::NumTransformFeedbackBuffers> xfb_attribs{};
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std::array<GLint, Maxwell::NumTransformFeedbackBuffers> xfb_streams{};
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std::mutex built_mutex;
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std::condition_variable built_condvar;
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std::atomic_bool is_built{false};
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};
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} // namespace OpenGL
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