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authorEmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com>2021-05-19 11:39:19 -0700
committerGitHub <noreply@github.com>2021-05-19 11:39:19 -0700
commitb5c72b44dee2fd977d7cca5aa3c29ef1e2286aa7 (patch)
treeae064aca256cb6193f6908cc9698660043754008 /Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
parent0129250c2e169c7386f7e2868cc055f8ec55c005 (diff)
parent778011c12ae7905173e02665f397a96686863b89 (diff)
Merge pull request #2177 from riperiperi/feature/parallel-shader-cache
Allow parallel shader compilation when loading a shader cache
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs94
1 files changed, 94 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
new file mode 100644
index 00000000..ff48fab0
--- /dev/null
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
@@ -0,0 +1,94 @@
+using Ryujinx.Graphics.GAL;
+using System;
+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;
+
+ /// <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);
+ }
+ }
+ }
+}