mirror of
https://gitlab.com/suyu-emu/suyu.git
synced 2024-03-15 23:15:44 +00:00
Use conditional var
This commit is contained in:
parent
2ba195aa0d
commit
f48187449e
|
@ -59,7 +59,6 @@ void AsyncShaders::KillWorkers() {
|
|||
}
|
||||
|
||||
bool AsyncShaders::HasWorkQueued() {
|
||||
std::shared_lock lock(queue_mutex);
|
||||
return !pending_queue.empty();
|
||||
}
|
||||
|
||||
|
@ -118,26 +117,31 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
|
|||
cpu_addr};
|
||||
std::unique_lock lock(queue_mutex);
|
||||
pending_queue.push_back(std::move(params));
|
||||
cv.notify_one();
|
||||
}
|
||||
|
||||
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
|
||||
using namespace std::chrono_literals;
|
||||
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
|
||||
std::unique_lock<std::mutex> lock(queue_mutex);
|
||||
cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; });
|
||||
if (is_thread_exiting) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Partial lock to allow all threads to read at the same time
|
||||
if (!HasWorkQueued()) {
|
||||
continue;
|
||||
}
|
||||
// Complete lock for pulling workload
|
||||
queue_mutex.lock();
|
||||
// Another thread beat us, just unlock and wait for the next load
|
||||
if (pending_queue.empty()) {
|
||||
queue_mutex.unlock();
|
||||
continue;
|
||||
}
|
||||
// Pull work from queue
|
||||
WorkerParams work = std::move(pending_queue.front());
|
||||
pending_queue.pop_front();
|
||||
queue_mutex.unlock();
|
||||
|
||||
lock.unlock();
|
||||
|
||||
if (work.backend == AsyncShaders::Backend::OpenGL ||
|
||||
work.backend == AsyncShaders::Backend::GLASM) {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <condition_variable>
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <shared_mutex>
|
||||
|
@ -59,9 +60,6 @@ public:
|
|||
// Force end all threads
|
||||
void KillWorkers();
|
||||
|
||||
/// Check our worker queue to see if we have any work queued already
|
||||
bool HasWorkQueued();
|
||||
|
||||
/// Check to see if any shaders have actually been compiled
|
||||
bool HasCompletedWork();
|
||||
|
||||
|
@ -81,6 +79,9 @@ public:
|
|||
private:
|
||||
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
|
||||
|
||||
/// Check our worker queue to see if we have any work queued already
|
||||
bool HasWorkQueued();
|
||||
|
||||
struct WorkerParams {
|
||||
AsyncShaders::Backend backend;
|
||||
OpenGL::Device device;
|
||||
|
@ -94,7 +95,8 @@ private:
|
|||
VAddr cpu_address;
|
||||
};
|
||||
|
||||
std::shared_mutex queue_mutex;
|
||||
std::condition_variable cv;
|
||||
std::mutex queue_mutex;
|
||||
std::shared_mutex completed_mutex;
|
||||
std::atomic<bool> is_thread_exiting{};
|
||||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
||||
|
|
Loading…
Reference in a new issue