mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-02 20:22:03 +00:00
Use event to wake the main thread on task completion
This commit is contained in:
parent
20d560e3f9
commit
a0aa09912c
2 changed files with 22 additions and 3 deletions
|
@ -110,6 +110,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
int programIndex = 0;
|
||||
List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
|
||||
|
||||
AutoResetEvent taskDoneEvent = new AutoResetEvent(false);
|
||||
|
||||
// This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
|
||||
// The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
|
||||
|
||||
|
@ -158,7 +160,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
|
||||
}
|
||||
|
||||
ShaderCompileTask task = new ShaderCompileTask();
|
||||
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
|
||||
activeTasks.Add(task);
|
||||
|
||||
task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
|
||||
|
@ -261,7 +263,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
|
||||
}
|
||||
|
||||
ShaderCompileTask task = new ShaderCompileTask();
|
||||
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
|
||||
activeTasks.Add(task);
|
||||
|
||||
GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
|
||||
|
@ -412,7 +414,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
if (activeTasks.Count == maxTaskCount)
|
||||
{
|
||||
Thread.Sleep(1);
|
||||
// Wait for a task to be done, or for 1ms.
|
||||
// Host shader compilation cannot signal when it is done,
|
||||
// so the 1ms timeout is required to poll status.
|
||||
|
||||
taskDoneEvent.WaitOne(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
|
@ -17,6 +18,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
private IProgram _program;
|
||||
|
||||
private ShaderCompileTaskCallback _action;
|
||||
private AutoResetEvent _taskDoneEvent;
|
||||
|
||||
/// <summary>
|
||||
/// Create a new shader compile task, with an event to signal whenever a subtask completes.
|
||||
/// </summary>
|
||||
/// <param name="taskDoneEvent">Event to signal when a subtask completes</param>
|
||||
public ShaderCompileTask(AutoResetEvent taskDoneEvent)
|
||||
{
|
||||
_taskDoneEvent = taskDoneEvent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check the completion status of the shader compile task, and run callbacks on step completion.
|
||||
|
@ -58,6 +69,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
_programsTask = task;
|
||||
_action = action;
|
||||
|
||||
task.ContinueWith(task => _taskDoneEvent.Set());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in a new issue