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;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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delegate bool ShaderCompileTaskCallback(bool success, ShaderCompileTask task);
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/// <summary>
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/// A class that represents a shader compilation.
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/// </summary>
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class ShaderCompileTask
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{
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private bool _compiling;
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private Task _programsTask;
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private IProgram _program;
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private ShaderCompileTaskCallback _action;
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private AutoResetEvent _taskDoneEvent;
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public bool IsFaulted => _programsTask.IsFaulted;
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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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/// Check the completion status of the shader compile task, and run callbacks on step completion.
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/// Calling this periodically is required to progress through steps of the compilation.
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/// </summary>
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/// <returns>True if the task is complete, false if it is in progress</returns>
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public bool IsDone()
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{
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if (_compiling)
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{
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ProgramLinkStatus status = _program.CheckProgramLink(false);
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if (status != ProgramLinkStatus.Incomplete)
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{
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return _action(status == ProgramLinkStatus.Success, this);
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}
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}
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else
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{
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// Waiting on the task.
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if (_programsTask.IsCompleted)
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{
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return _action(true, this);
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}
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}
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return false;
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}
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/// <summary>
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/// Run a callback when the specified task has completed.
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/// </summary>
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/// <param name="task">The task object that needs to complete</param>
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/// <param name="action">The action to perform when it is complete</param>
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public void OnTask(Task task, ShaderCompileTaskCallback action)
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{
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_compiling = false;
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_programsTask = task;
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_action = action;
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task.ContinueWith(task => _taskDoneEvent.Set());
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}
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/// <summary>
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/// Run a callback when the specified program has been linked.
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/// </summary>
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/// <param name="task">The program that needs to be linked</param>
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/// <param name="action">The action to perform when linking is complete</param>
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public void OnCompiled(IProgram program, ShaderCompileTaskCallback action)
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{
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_compiling = true;
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_program = program;
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_action = action;
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if (program == null)
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{
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action(false, this);
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}
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}
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}
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}
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