async_shaders: Mark getters as const member functions
While we're at it, we can also mark them as nodiscard.
This commit is contained in:
parent
b72d2069ba
commit
bafef3d1c9
|
@ -73,11 +73,11 @@ void AsyncShaders::KillWorkers() {
|
|||
worker_threads.clear();
|
||||
}
|
||||
|
||||
bool AsyncShaders::HasWorkQueued() {
|
||||
bool AsyncShaders::HasWorkQueued() const {
|
||||
return !pending_queue.empty();
|
||||
}
|
||||
|
||||
bool AsyncShaders::HasCompletedWork() {
|
||||
bool AsyncShaders::HasCompletedWork() const {
|
||||
std::shared_lock lock{completed_mutex};
|
||||
return !finished_work.empty();
|
||||
}
|
||||
|
@ -102,7 +102,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
|
|||
}
|
||||
|
||||
std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
|
||||
std::vector<AsyncShaders::Result> results;
|
||||
std::vector<Result> results;
|
||||
{
|
||||
std::unique_lock lock{completed_mutex};
|
||||
results.assign(std::make_move_iterator(finished_work.begin()),
|
||||
|
|
|
@ -5,11 +5,10 @@
|
|||
#pragma once
|
||||
|
||||
#include <condition_variable>
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <shared_mutex>
|
||||
#include <thread>
|
||||
#include "common/bit_field.h"
|
||||
|
||||
#include "common/common_types.h"
|
||||
#include "video_core/renderer_opengl/gl_device.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
|
@ -17,7 +16,6 @@
|
|||
#include "video_core/renderer_vulkan/vk_device.h"
|
||||
#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
|
||||
#include "video_core/renderer_vulkan/vk_scheduler.h"
|
||||
#include "video_core/renderer_vulkan/vk_update_descriptor.h"
|
||||
|
||||
namespace Core::Frontend {
|
||||
class EmuWindow;
|
||||
|
@ -70,20 +68,20 @@ public:
|
|||
void KillWorkers();
|
||||
|
||||
/// Check to see if any shaders have actually been compiled
|
||||
bool HasCompletedWork();
|
||||
[[nodiscard]] bool HasCompletedWork() const;
|
||||
|
||||
/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
|
||||
/// every shader async as some shaders are only built and executed once. We try to "guess" which
|
||||
/// shader would be used only once
|
||||
bool IsShaderAsync(const Tegra::GPU& gpu) const;
|
||||
[[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
|
||||
|
||||
/// Pulls completed compiled shaders
|
||||
std::vector<Result> GetCompletedWork();
|
||||
[[nodiscard]] std::vector<Result> GetCompletedWork();
|
||||
|
||||
void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
|
||||
u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
|
||||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
|
||||
CompilerSettings compiler_settings, const Registry& registry,
|
||||
VAddr cpu_addr);
|
||||
|
||||
void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device,
|
||||
Vulkan::VKScheduler& scheduler,
|
||||
|
@ -97,7 +95,7 @@ private:
|
|||
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
|
||||
|
||||
/// Check our worker queue to see if we have any work queued already
|
||||
bool HasWorkQueued();
|
||||
[[nodiscard]] bool HasWorkQueued() const;
|
||||
|
||||
struct WorkerParams {
|
||||
Backend backend;
|
||||
|
@ -108,8 +106,8 @@ private:
|
|||
std::vector<u64> code;
|
||||
std::vector<u64> code_b;
|
||||
u32 main_offset;
|
||||
VideoCommon::Shader::CompilerSettings compiler_settings;
|
||||
std::optional<VideoCommon::Shader::Registry> registry;
|
||||
CompilerSettings compiler_settings;
|
||||
std::optional<Registry> registry;
|
||||
VAddr cpu_address;
|
||||
|
||||
// For Vulkan
|
||||
|
@ -125,13 +123,13 @@ private:
|
|||
};
|
||||
|
||||
std::condition_variable cv;
|
||||
std::mutex queue_mutex;
|
||||
std::shared_mutex completed_mutex;
|
||||
mutable std::mutex queue_mutex;
|
||||
mutable std::shared_mutex completed_mutex;
|
||||
std::atomic<bool> is_thread_exiting{};
|
||||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
||||
std::vector<std::thread> worker_threads;
|
||||
std::queue<WorkerParams> pending_queue;
|
||||
std::vector<AsyncShaders::Result> finished_work;
|
||||
std::vector<Result> finished_work;
|
||||
Core::Frontend::EmuWindow& emu_window;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue