Use conditional var
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@ -59,7 +59,6 @@ void AsyncShaders::KillWorkers() {
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}
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}
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bool AsyncShaders::HasWorkQueued() {
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bool AsyncShaders::HasWorkQueued() {
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std::shared_lock lock(queue_mutex);
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return !pending_queue.empty();
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return !pending_queue.empty();
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}
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}
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@ -118,26 +117,31 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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cpu_addr};
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cpu_addr};
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std::unique_lock lock(queue_mutex);
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std::unique_lock lock(queue_mutex);
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pending_queue.push_back(std::move(params));
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pending_queue.push_back(std::move(params));
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cv.notify_one();
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}
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}
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void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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using namespace std::chrono_literals;
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using namespace std::chrono_literals;
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while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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std::unique_lock<std::mutex> lock(queue_mutex);
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cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; });
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if (is_thread_exiting) {
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return;
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}
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// Partial lock to allow all threads to read at the same time
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// Partial lock to allow all threads to read at the same time
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if (!HasWorkQueued()) {
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if (!HasWorkQueued()) {
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continue;
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continue;
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}
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}
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// Complete lock for pulling workload
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queue_mutex.lock();
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// Another thread beat us, just unlock and wait for the next load
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// Another thread beat us, just unlock and wait for the next load
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if (pending_queue.empty()) {
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if (pending_queue.empty()) {
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queue_mutex.unlock();
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continue;
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continue;
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}
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}
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// Pull work from queue
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// Pull work from queue
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WorkerParams work = std::move(pending_queue.front());
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WorkerParams work = std::move(pending_queue.front());
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pending_queue.pop_front();
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pending_queue.pop_front();
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queue_mutex.unlock();
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lock.unlock();
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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if (work.backend == AsyncShaders::Backend::OpenGL ||
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work.backend == AsyncShaders::Backend::GLASM) {
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work.backend == AsyncShaders::Backend::GLASM) {
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@ -4,6 +4,7 @@
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#pragma once
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#pragma once
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#include <condition_variable>
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#include <deque>
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#include <deque>
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#include <memory>
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#include <memory>
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#include <shared_mutex>
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#include <shared_mutex>
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@ -59,9 +60,6 @@ public:
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// Force end all threads
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// Force end all threads
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void KillWorkers();
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void KillWorkers();
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/// Check our worker queue to see if we have any work queued already
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bool HasWorkQueued();
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/// Check to see if any shaders have actually been compiled
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/// Check to see if any shaders have actually been compiled
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bool HasCompletedWork();
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bool HasCompletedWork();
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@ -81,6 +79,9 @@ public:
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private:
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private:
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void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
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void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
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/// Check our worker queue to see if we have any work queued already
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bool HasWorkQueued();
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struct WorkerParams {
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struct WorkerParams {
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AsyncShaders::Backend backend;
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AsyncShaders::Backend backend;
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OpenGL::Device device;
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OpenGL::Device device;
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@ -94,7 +95,8 @@ private:
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VAddr cpu_address;
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VAddr cpu_address;
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};
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};
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std::shared_mutex queue_mutex;
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std::condition_variable cv;
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std::mutex queue_mutex;
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std::shared_mutex completed_mutex;
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std::shared_mutex completed_mutex;
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std::atomic<bool> is_thread_exiting{};
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std::atomic<bool> is_thread_exiting{};
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
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