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async_shaders: Simplify moving data into the pending queue

This commit is contained in:
Lioncash 2020-11-20 04:41:27 -05:00
parent 5b441fa25d
commit 3fcc98e11a

View file

@ -116,11 +116,10 @@ std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
void AsyncShaders::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) {
WorkerParams params{
u32 main_offset, CompilerSettings compiler_settings,
const Registry& registry, VAddr cpu_addr) {
std::unique_lock lock(queue_mutex);
pending_queue.push({
.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
.device = &device,
.shader_type = shader_type,
@ -131,9 +130,7 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
.compiler_settings = compiler_settings,
.registry = registry,
.cpu_address = cpu_addr,
};
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(params));
});
cv.notify_one();
}
@ -145,7 +142,8 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program,
Vulkan::GraphicsPipelineCacheKey key) {
WorkerParams params{
std::unique_lock lock(queue_mutex);
pending_queue.push({
.backend = Backend::Vulkan,
.pp_cache = pp_cache,
.vk_device = &device,
@ -156,10 +154,7 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
.bindings = std::move(bindings),
.program = std::move(program),
.key = key,
};
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(params));
});
cv.notify_one();
}