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rsx: Fix cache skipping shaders on load+compile (#8633)
When on single worker mode (OpenGL or an hypothetical scenario of a single core PC with Vulkan), load and compile would skip 10% of the shaders on queue each stage. Co-authored-by: kd-11 <karokidii@gmail.com>
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@ -439,6 +439,7 @@ namespace rsx
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std::function<void(u32)> shader_load_worker = [&](u32 stop_at)
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{
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u32 pos;
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// Processed is incremented before work starts in order to avoid two workers working on the same shader
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while (((pos = processed++) < stop_at) && !Emu.IsStopped())
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{
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fs::dir_entry tmp = entries[pos];
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@ -459,6 +460,8 @@ namespace rsx
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unpacked[unpacked.push_begin()] = entry;
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}
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// Do not account for an extra shader that was never processed
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processed--;
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};
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await_workers(nb_workers, 0, shader_load_worker, processed, entry_count, dlg);
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@ -472,11 +475,14 @@ namespace rsx
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std::function<void(u32)> shader_comp_worker = [&](u32 stop_at)
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{
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u32 pos;
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// Processed is incremented before work starts in order to avoid two workers working on the same shader
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while (((pos = processed++) < stop_at) && !Emu.IsStopped())
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{
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auto& entry = unpacked[pos];
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m_storage.add_pipeline_entry(std::get<1>(entry), std::get<2>(entry), std::get<0>(entry), std::forward<Args>(args)...);
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}
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// Do not account for an extra shader that was never processed
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processed--;
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};
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await_workers(nb_workers, 1, shader_comp_worker, processed, entry_count, dlg);
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@ -535,6 +541,8 @@ namespace rsx
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}
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}
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}
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verify(HERE), processed == entry_count;
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}
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public:
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