mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 16:45:45 +00:00
d9d18439f6
* 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)
95 lines
2.9 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|
|
}
|