Merge pull request #8467 from CookiePLMonster/interruptable-shader-precompile

Make shader precompilation interruptable
This commit is contained in:
Admiral H. Curtiss
2022-07-02 13:08:37 +02:00
committed by GitHub
3 changed files with 46 additions and 38 deletions

View File

@ -157,34 +157,44 @@ const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineU
void ShaderCache::WaitForAsyncCompiler()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
bool running = true;
constexpr auto update_ui_progress = [](size_t completed, size_t total) {
g_renderer->BeginUIFrame();
const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
ImGui::ProgressBar(static_cast<float>(completed) /
static_cast<float>(std::max(total, static_cast<size_t>(1))),
ImVec2(-1.0f, 0.0f), "");
}
ImGui::End();
g_renderer->EndUIFrame();
};
while (running &&
(m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork()))
{
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
g_renderer->BeginUIFrame();
running = m_async_shader_compiler->WaitUntilCompletion(update_ui_progress);
const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
ImGui::ProgressBar(static_cast<float>(completed) /
static_cast<float>(std::max(total, static_cast<size_t>(1))),
ImVec2(-1.0f, 0.0f), "");
}
ImGui::End();
g_renderer->EndUIFrame();
});
m_async_shader_compiler->RetrieveWorkItems();
}
// Just render nothing to clear the screen
g_renderer->BeginUIFrame();
g_renderer->EndUIFrame();
}
template <typename SerializedUidType, typename UidType>