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Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
gdkchan d9d18439f6
Use a new approach for shader BRX targets (#2532)
* Use a new approach for shader BRX targets

* Make shader cache actually work

* Improve the shader pattern matching a bit

* Extend LDC search to predecessor blocks, catches more cases

* Nit

* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers

* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
2021-08-11 20:59:42 +02:00

95 lines
2.9 KiB
C#

using Ryujinx.Graphics.GAL;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Gpu.Shader
{
delegate bool ShaderCompileTaskCallback(bool success, ShaderCompileTask task);
/// <summary>
/// A class that represents a shader compilation.
/// </summary>
class ShaderCompileTask
{
private bool _compiling;
private Task _programsTask;
private IProgram _program;
private ShaderCompileTaskCallback _action;
private AutoResetEvent _taskDoneEvent;
public bool IsFaulted => _programsTask.IsFaulted;
/// <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.
/// Calling this periodically is required to progress through steps of the compilation.
/// </summary>
/// <returns>True if the task is complete, false if it is in progress</returns>
public bool IsDone()
{
if (_compiling)
{
ProgramLinkStatus status = _program.CheckProgramLink(false);
if (status != ProgramLinkStatus.Incomplete)
{
return _action(status == ProgramLinkStatus.Success, this);
}
}
else
{
// Waiting on the task.
if (_programsTask.IsCompleted)
{
return _action(true, this);
}
}
return false;
}
/// <summary>
/// Run a callback when the specified task has completed.
/// </summary>
/// <param name="task">The task object that needs to complete</param>
/// <param name="action">The action to perform when it is complete</param>
public void OnTask(Task task, ShaderCompileTaskCallback action)
{
_compiling = false;
_programsTask = task;
_action = action;
task.ContinueWith(task => _taskDoneEvent.Set());
}
/// <summary>
/// Run a callback when the specified program has been linked.
/// </summary>
/// <param name="task">The program that needs to be linked</param>
/// <param name="action">The action to perform when linking is complete</param>
public void OnCompiled(IProgram program, ShaderCompileTaskCallback action)
{
_compiling = true;
_program = program;
_action = action;
if (program == null)
{
action(false, this);
}
}
}
}