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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp24
1 files changed, 21 insertions, 3 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e960a0ef1..c3fad563c 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -149,7 +149,8 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
shader_cache{*this, system, emu_window, device}, query_cache{system, *this},
buffer_cache{*this, system, device, STREAM_BUFFER_SIZE},
fence_manager{system, *this, texture_cache, buffer_cache, query_cache}, system{system},
- screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker} {
+ screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker},
+ async_shaders{emu_window} {
CheckExtensions();
unified_uniform_buffer.Create();
@@ -162,6 +163,23 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
nullptr, 0);
}
}
+
+ if (device.UseAsynchronousShaders()) {
+ // Max worker threads we should allow
+ constexpr auto MAX_THREADS = 2u;
+ // Amount of threads we should reserve for other parts of yuzu
+ constexpr auto RESERVED_THREADS = 6u;
+ // Get the amount of threads we can use(this can return zero)
+ const auto cpu_thread_count =
+ std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
+ // Deduce how many "extra" threads we have to use.
+ const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
+ // Always allow at least 1 thread regardless of our settings
+ const auto max_worker_count = std::max(1u, max_threads_unused);
+ // Don't use more than MAX_THREADS
+ const auto worker_count = std::min(max_worker_count, MAX_THREADS);
+ async_shaders.AllocateWorkers(worker_count);
+ }
}
RasterizerOpenGL::~RasterizerOpenGL() {
@@ -336,7 +354,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
continue;
}
- Shader* const shader = shader_cache.GetStageProgram(program);
+ Shader* shader = shader_cache.GetStageProgram(program, async_shaders);
if (device.UseAssemblyShaders()) {
// Check for ARB limitation. We only have 16 SSBOs per context state. To workaround this
@@ -353,7 +371,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
SetupDrawTextures(stage, shader);
SetupDrawImages(stage, shader);
- const GLuint program_handle = shader->GetHandle();
+ const GLuint program_handle = shader->IsBuilt() ? shader->GetHandle() : 0;
switch (program) {
case Maxwell::ShaderProgram::VertexA:
case Maxwell::ShaderProgram::VertexB: