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authorGravatar Lioncash2020-08-24 01:15:48 -0400
committerGravatar Lioncash2020-08-24 01:15:50 -0400
commitbafef3d1c98240085eb6ab8ed934221451c66c68 (patch)
tree5fa0b4532611efd8e0e9cd32200bc237eaffd4d5
parentMerge pull request #4573 from lioncash/label (diff)
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async_shaders: Mark getters as const member functions
While we're at it, we can also mark them as nodiscard.
-rw-r--r--src/video_core/shader/async_shaders.cpp6
-rw-r--r--src/video_core/shader/async_shaders.h26
2 files changed, 15 insertions, 17 deletions
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index f815584f7..aabd62c5c 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -73,11 +73,11 @@ void AsyncShaders::KillWorkers() {
73 worker_threads.clear(); 73 worker_threads.clear();
74} 74}
75 75
76bool AsyncShaders::HasWorkQueued() { 76bool AsyncShaders::HasWorkQueued() const {
77 return !pending_queue.empty(); 77 return !pending_queue.empty();
78} 78}
79 79
80bool AsyncShaders::HasCompletedWork() { 80bool AsyncShaders::HasCompletedWork() const {
81 std::shared_lock lock{completed_mutex}; 81 std::shared_lock lock{completed_mutex};
82 return !finished_work.empty(); 82 return !finished_work.empty();
83} 83}
@@ -102,7 +102,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
102} 102}
103 103
104std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() { 104std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
105 std::vector<AsyncShaders::Result> results; 105 std::vector<Result> results;
106 { 106 {
107 std::unique_lock lock{completed_mutex}; 107 std::unique_lock lock{completed_mutex};
108 results.assign(std::make_move_iterator(finished_work.begin()), 108 results.assign(std::make_move_iterator(finished_work.begin()),
diff --git a/src/video_core/shader/async_shaders.h b/src/video_core/shader/async_shaders.h
index d5ae814d5..7cf8d994c 100644
--- a/src/video_core/shader/async_shaders.h
+++ b/src/video_core/shader/async_shaders.h
@@ -5,11 +5,10 @@
5#pragma once 5#pragma once
6 6
7#include <condition_variable> 7#include <condition_variable>
8#include <deque>
9#include <memory> 8#include <memory>
10#include <shared_mutex> 9#include <shared_mutex>
11#include <thread> 10#include <thread>
12#include "common/bit_field.h" 11
13#include "common/common_types.h" 12#include "common/common_types.h"
14#include "video_core/renderer_opengl/gl_device.h" 13#include "video_core/renderer_opengl/gl_device.h"
15#include "video_core/renderer_opengl/gl_resource_manager.h" 14#include "video_core/renderer_opengl/gl_resource_manager.h"
@@ -17,7 +16,6 @@
17#include "video_core/renderer_vulkan/vk_device.h" 16#include "video_core/renderer_vulkan/vk_device.h"
18#include "video_core/renderer_vulkan/vk_pipeline_cache.h" 17#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
19#include "video_core/renderer_vulkan/vk_scheduler.h" 18#include "video_core/renderer_vulkan/vk_scheduler.h"
20#include "video_core/renderer_vulkan/vk_update_descriptor.h"
21 19
22namespace Core::Frontend { 20namespace Core::Frontend {
23class EmuWindow; 21class EmuWindow;
@@ -70,20 +68,20 @@ public:
70 void KillWorkers(); 68 void KillWorkers();
71 69
72 /// Check to see if any shaders have actually been compiled 70 /// Check to see if any shaders have actually been compiled
73 bool HasCompletedWork(); 71 [[nodiscard]] bool HasCompletedWork() const;
74 72
75 /// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build 73 /// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
76 /// every shader async as some shaders are only built and executed once. We try to "guess" which 74 /// every shader async as some shaders are only built and executed once. We try to "guess" which
77 /// shader would be used only once 75 /// shader would be used only once
78 bool IsShaderAsync(const Tegra::GPU& gpu) const; 76 [[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
79 77
80 /// Pulls completed compiled shaders 78 /// Pulls completed compiled shaders
81 std::vector<Result> GetCompletedWork(); 79 [[nodiscard]] std::vector<Result> GetCompletedWork();
82 80
83 void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type, 81 void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
84 u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset, 82 u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
85 VideoCommon::Shader::CompilerSettings compiler_settings, 83 CompilerSettings compiler_settings, const Registry& registry,
86 const VideoCommon::Shader::Registry& registry, VAddr cpu_addr); 84 VAddr cpu_addr);
87 85
88 void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device, 86 void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device,
89 Vulkan::VKScheduler& scheduler, 87 Vulkan::VKScheduler& scheduler,
@@ -97,7 +95,7 @@ private:
97 void ShaderCompilerThread(Core::Frontend::GraphicsContext* context); 95 void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
98 96
99 /// Check our worker queue to see if we have any work queued already 97 /// Check our worker queue to see if we have any work queued already
100 bool HasWorkQueued(); 98 [[nodiscard]] bool HasWorkQueued() const;
101 99
102 struct WorkerParams { 100 struct WorkerParams {
103 Backend backend; 101 Backend backend;
@@ -108,8 +106,8 @@ private:
108 std::vector<u64> code; 106 std::vector<u64> code;
109 std::vector<u64> code_b; 107 std::vector<u64> code_b;
110 u32 main_offset; 108 u32 main_offset;
111 VideoCommon::Shader::CompilerSettings compiler_settings; 109 CompilerSettings compiler_settings;
112 std::optional<VideoCommon::Shader::Registry> registry; 110 std::optional<Registry> registry;
113 VAddr cpu_address; 111 VAddr cpu_address;
114 112
115 // For Vulkan 113 // For Vulkan
@@ -125,13 +123,13 @@ private:
125 }; 123 };
126 124
127 std::condition_variable cv; 125 std::condition_variable cv;
128 std::mutex queue_mutex; 126 mutable std::mutex queue_mutex;
129 std::shared_mutex completed_mutex; 127 mutable std::shared_mutex completed_mutex;
130 std::atomic<bool> is_thread_exiting{}; 128 std::atomic<bool> is_thread_exiting{};
131 std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list; 129 std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
132 std::vector<std::thread> worker_threads; 130 std::vector<std::thread> worker_threads;
133 std::queue<WorkerParams> pending_queue; 131 std::queue<WorkerParams> pending_queue;
134 std::vector<AsyncShaders::Result> finished_work; 132 std::vector<Result> finished_work;
135 Core::Frontend::EmuWindow& emu_window; 133 Core::Frontend::EmuWindow& emu_window;
136}; 134};
137 135