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The task isn't required for loading compute binary.
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a0aa09912c
commit
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1 changed files with 26 additions and 27 deletions
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@ -114,7 +114,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
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// This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
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// The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
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// The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
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while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
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while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
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{
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{
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if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
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if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
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@ -168,29 +168,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderProgram program = null;
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ShaderProgram program = null;
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ShaderProgramInfo shaderProgramInfo = null;
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ShaderProgramInfo shaderProgramInfo = null;
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Task compileTask = Task.Run(() =>
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if (isHostProgramValid)
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{
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{
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// Reconstruct code holder.
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// Reconstruct code holder.
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if (isHostProgramValid)
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{
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program = new ShaderProgram(entry.Header.Stage, "");
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program = new ShaderProgram(entry.Header.Stage, "");
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shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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}
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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else
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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return true;
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}
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else
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{
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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Task compileTask = Task.Run(() =>
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{
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
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program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
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}
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});
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});
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task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
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task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
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{
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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if (!isHostProgramValid)
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{
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{
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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// Compile shader and create program as the shader program binary got invalidated.
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// Compile shader and create program as the shader program binary got invalidated.
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@ -222,18 +227,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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});
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});
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return false; // Not finished: still need to compile the host program.
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return false; // Not finished: still need to compile the host program.
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}
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});
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else
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{
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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return true;
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return false; // Not finished: translating the program.
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}
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}
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});
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return false; // Not finished: translating the shaders.
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});
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});
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}
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}
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else
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else
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{
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{
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@ -394,7 +393,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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});
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});
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return false; // Not finished: translating the shaders.
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return false; // Not finished: translating the program.
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});
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});
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}
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}
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