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Use event to wake the main thread on task completion
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@ -110,6 +110,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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int programIndex = 0;
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int programIndex = 0;
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List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
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List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
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AutoResetEvent taskDoneEvent = new AutoResetEvent(false);
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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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@ -158,7 +160,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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}
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}
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ShaderCompileTask task = new ShaderCompileTask();
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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activeTasks.Add(task);
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activeTasks.Add(task);
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task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
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task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
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@ -261,7 +263,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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}
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}
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ShaderCompileTask task = new ShaderCompileTask();
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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activeTasks.Add(task);
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activeTasks.Add(task);
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GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
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GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
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@ -412,7 +414,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (activeTasks.Count == maxTaskCount)
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if (activeTasks.Count == maxTaskCount)
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{
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{
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Thread.Sleep(1);
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// Wait for a task to be done, or for 1ms.
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// Host shader compilation cannot signal when it is done,
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// so the 1ms timeout is required to poll status.
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taskDoneEvent.WaitOne(1);
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}
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}
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}
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}
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL;
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using System;
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Gpu.Shader
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namespace Ryujinx.Graphics.Gpu.Shader
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@ -17,6 +18,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private IProgram _program;
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private IProgram _program;
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private ShaderCompileTaskCallback _action;
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private ShaderCompileTaskCallback _action;
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private AutoResetEvent _taskDoneEvent;
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/// <summary>
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/// Create a new shader compile task, with an event to signal whenever a subtask completes.
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/// </summary>
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/// <param name="taskDoneEvent">Event to signal when a subtask completes</param>
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public ShaderCompileTask(AutoResetEvent taskDoneEvent)
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{
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_taskDoneEvent = taskDoneEvent;
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}
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/// <summary>
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/// <summary>
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/// Check the completion status of the shader compile task, and run callbacks on step completion.
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/// Check the completion status of the shader compile task, and run callbacks on step completion.
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@ -58,6 +69,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_programsTask = task;
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_programsTask = task;
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_action = action;
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_action = action;
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task.ContinueWith(task => _taskDoneEvent.Set());
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}
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}
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/// <summary>
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/// <summary>
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