async_shaders: Simplify moving data into the pending queue

This commit is contained in:
Lioncash 2020-11-20 04:41:27 -05:00
parent 5b441fa25d
commit 3fcc98e11a

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@ -116,11 +116,10 @@ std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device, void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
Tegra::Engines::ShaderType shader_type, u64 uid, Tegra::Engines::ShaderType shader_type, u64 uid,
std::vector<u64> code, std::vector<u64> code_b, std::vector<u64> code, std::vector<u64> code_b,
u32 main_offset, u32 main_offset, CompilerSettings compiler_settings,
VideoCommon::Shader::CompilerSettings compiler_settings, const Registry& registry, VAddr cpu_addr) {
const VideoCommon::Shader::Registry& registry, std::unique_lock lock(queue_mutex);
VAddr cpu_addr) { pending_queue.push({
WorkerParams params{
.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL, .backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
.device = &device, .device = &device,
.shader_type = shader_type, .shader_type = shader_type,
@ -131,9 +130,7 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
.compiler_settings = compiler_settings, .compiler_settings = compiler_settings,
.registry = registry, .registry = registry,
.cpu_address = cpu_addr, .cpu_address = cpu_addr,
}; });
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(params));
cv.notify_one(); cv.notify_one();
} }
@ -145,7 +142,8 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
std::vector<VkDescriptorSetLayoutBinding> bindings, std::vector<VkDescriptorSetLayoutBinding> bindings,
Vulkan::SPIRVProgram program, Vulkan::SPIRVProgram program,
Vulkan::GraphicsPipelineCacheKey key) { Vulkan::GraphicsPipelineCacheKey key) {
WorkerParams params{ std::unique_lock lock(queue_mutex);
pending_queue.push({
.backend = Backend::Vulkan, .backend = Backend::Vulkan,
.pp_cache = pp_cache, .pp_cache = pp_cache,
.vk_device = &device, .vk_device = &device,
@ -156,10 +154,7 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
.bindings = std::move(bindings), .bindings = std::move(bindings),
.program = std::move(program), .program = std::move(program),
.key = key, .key = key,
}; });
std::unique_lock lock(queue_mutex);
pending_queue.push(std::move(params));
cv.notify_one(); cv.notify_one();
} }