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async_shaders: Simplify moving data into the pending queue
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5b441fa25d
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@ -116,11 +116,10 @@ std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
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void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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Tegra::Engines::ShaderType shader_type, u64 uid,
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std::vector<u64> code, std::vector<u64> code_b,
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u32 main_offset,
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VideoCommon::Shader::CompilerSettings compiler_settings,
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const VideoCommon::Shader::Registry& registry,
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VAddr cpu_addr) {
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WorkerParams params{
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u32 main_offset, CompilerSettings compiler_settings,
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const Registry& registry, VAddr cpu_addr) {
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std::unique_lock lock(queue_mutex);
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pending_queue.push({
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.backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
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.device = &device,
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.shader_type = shader_type,
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@ -131,9 +130,7 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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.compiler_settings = compiler_settings,
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.registry = registry,
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.cpu_address = cpu_addr,
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};
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std::unique_lock lock(queue_mutex);
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pending_queue.push(std::move(params));
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});
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cv.notify_one();
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}
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@ -145,7 +142,8 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program,
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Vulkan::GraphicsPipelineCacheKey key) {
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WorkerParams params{
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std::unique_lock lock(queue_mutex);
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pending_queue.push({
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.backend = Backend::Vulkan,
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.pp_cache = pp_cache,
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.vk_device = &device,
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@ -156,10 +154,7 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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.bindings = std::move(bindings),
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.program = std::move(program),
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.key = key,
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};
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std::unique_lock lock(queue_mutex);
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pending_queue.push(std::move(params));
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});
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cv.notify_one();
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}
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