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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-27 12:04:16 +01:00
video_core: Disable async shader loading with strict contexts
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3846d0c2cd
commit
71d4a85957
@ -82,6 +82,8 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen, bool is_secondary)
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exit(1);
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}
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strict_context_required = std::strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0;
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dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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@ -407,6 +407,7 @@ GRenderWindow::GRenderWindow(QWidget* parent_, EmuThread* emu_thread, bool is_se
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setLayout(layout);
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this->setMouseTracking(true);
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strict_context_required = QGuiApplication::platformName() == QStringLiteral("wayland");
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GMainWindow* parent = GetMainWindow();
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connect(this, &GRenderWindow::FirstFrameDisplayed, parent, &GMainWindow::OnLoadComplete);
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@ -203,6 +203,10 @@ public:
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return active_config;
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}
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bool StrictContextRequired() const {
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return strict_context_required;
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}
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/**
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* Requests the internal configuration to be replaced by the specified argument at some point in
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* the future.
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@ -268,6 +272,7 @@ protected:
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}
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bool is_secondary{};
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bool strict_context_required{};
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WindowSystemInfo window_info;
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private:
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@ -7,6 +7,7 @@
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#include <thread>
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#include <unordered_map>
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#include <variant>
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#include "common/scope_exit.h"
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#include "video_core/renderer_opengl/gl_driver.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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@ -367,7 +368,9 @@ public:
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ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, const Driver& driver_,
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bool separable)
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: impl(std::make_unique<Impl>(separable)), emu_window{emu_window_}, driver{driver_} {}
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: emu_window{emu_window_}, driver{driver_},
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strict_context_required{emu_window.StrictContextRequired()}, impl{std::make_unique<Impl>(
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separable)} {}
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ShaderProgramManager::~ShaderProgramManager() = default;
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@ -622,8 +625,8 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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compilation_failed = false;
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std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
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const auto LoadRawSepareble = [&](Frontend::GraphicsContext* context, std::size_t begin,
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std::size_t end) {
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const auto LoadRawSepareble = [&](std::size_t begin, std::size_t end,
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Frontend::GraphicsContext* context = nullptr) {
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const auto scope = context->Acquire();
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for (std::size_t i = begin; i < end; ++i) {
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if (stop_loading || compilation_failed) {
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@ -683,27 +686,32 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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}
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};
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const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
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const std::size_t bucket_size{load_raws_size / num_workers};
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std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::thread> threads(num_workers);
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if (!strict_context_required) {
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const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
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const std::size_t bucket_size{load_raws_size / num_workers};
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std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::thread> threads(num_workers);
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emu_window.SaveContext();
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for (std::size_t i = 0; i < num_workers; ++i) {
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const bool is_last_worker = i + 1 == num_workers;
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const std::size_t start{bucket_size * i};
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const std::size_t end{is_last_worker ? load_raws_size : start + bucket_size};
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emu_window.SaveContext();
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for (std::size_t i = 0; i < num_workers; ++i) {
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const bool is_last_worker = i + 1 == num_workers;
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const std::size_t start{bucket_size * i};
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const std::size_t end{is_last_worker ? load_raws_size : start + bucket_size};
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// On some platforms the shared context has to be created from the GUI thread
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contexts[i] = emu_window.CreateSharedContext();
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// Release the context, so it can be immediately used by the spawned thread
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contexts[i]->DoneCurrent();
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threads[i] = std::thread(LoadRawSepareble, contexts[i].get(), start, end);
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// On some platforms the shared context has to be created from the GUI thread
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contexts[i] = emu_window.CreateSharedContext();
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// Release the context, so it can be immediately used by the spawned thread
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contexts[i]->DoneCurrent();
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threads[i] = std::thread(LoadRawSepareble, start, end, contexts[i].get());
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}
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for (auto& thread : threads) {
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thread.join();
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}
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emu_window.RestoreContext();
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} else {
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const auto dummy_context{std::make_unique<Frontend::GraphicsContext>()};
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LoadRawSepareble(0, load_raws_size, dummy_context.get());
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}
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for (auto& thread : threads) {
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thread.join();
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}
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emu_window.RestoreContext();
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if (compilation_failed) {
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disk_cache.InvalidateAll();
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@ -46,10 +46,10 @@ public:
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void ApplyTo(OpenGLState& state);
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private:
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class Impl;
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std::unique_ptr<Impl> impl;
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Frontend::EmuWindow& emu_window;
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const Driver& driver;
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bool strict_context_required;
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class Impl;
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std::unique_ptr<Impl> impl;
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};
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} // namespace OpenGL
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