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authorriperiperi <rhy3756547@hotmail.com>2021-04-02 23:05:55 +0100
committerriperiperi <rhy3756547@hotmail.com>2021-04-18 17:33:59 +0100
commita0aa09912cb8f35ae06834b08308a128886f207f (patch)
treeb1175d7dc58b22e8b6e638c8663a706d96890f19
parent20d560e3f925e387c9c28705a120202ca38abd8b (diff)
Use event to wake the main thread on task completion
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs12
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs13
2 files changed, 22 insertions, 3 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index 35908cb9..5ee41cdf 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -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);
}
}
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
index cc1b322b..ff48fab0 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
@@ -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>