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author | David Marcec <dmarcecguzman@gmail.com> | 2020-07-16 10:38:35 +0200 |
---|---|---|
committer | David Marcec <dmarcecguzman@gmail.com> | 2020-07-17 06:26:17 +0200 |
commit | f48187449ed4772044da55a8a3745d578c1b8c48 (patch) | |
tree | 4dc7eea4e3e88b30b3b1af22326dc723811f2352 /src/video_core/shader/async_shaders.h | |
parent | Drop max workers from 8->2 for testing (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/shader/async_shaders.h | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/src/video_core/shader/async_shaders.h b/src/video_core/shader/async_shaders.h index 26bc38326..2f5ee94ad 100644 --- a/src/video_core/shader/async_shaders.h +++ b/src/video_core/shader/async_shaders.h @@ -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; |