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VideoCommon: add method to async shader compiler to clear pending/completed work (used on shutdown), this will in turn clear up any resources that the worker items may have held onto
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@@ -68,6 +68,19 @@ bool AsyncShaderCompiler::HasCompletedWork()
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return !m_completed_work.empty();
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}
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void AsyncShaderCompiler::ClearAllWork()
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{
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{
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std::lock_guard<std::mutex> guard(m_pending_work_lock);
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m_pending_work.clear();
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}
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{
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std::lock_guard<std::mutex> guard(m_completed_work_lock);
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m_completed_work.clear();
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}
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}
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bool AsyncShaderCompiler::WaitUntilCompletion(
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const std::function<void(size_t, size_t)>& progress_callback)
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{
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@@ -49,6 +49,9 @@ public:
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bool HasPendingWork();
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bool HasCompletedWork();
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// Clears both pending and completed work
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void ClearAllWork();
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// Calls progress_callback periodically, with completed_items, and total_items.
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// Returns false if interrupted.
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bool WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
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@@ -24,10 +24,16 @@ CustomShaderCache::CustomShaderCache()
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CustomShaderCache::~CustomShaderCache()
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{
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if (m_async_shader_compiler)
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{
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m_async_shader_compiler->StopWorkerThreads();
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m_async_shader_compiler->ClearAllWork();
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}
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if (m_async_uber_shader_compiler)
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{
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m_async_uber_shader_compiler->StopWorkerThreads();
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m_async_uber_shader_compiler->ClearAllWork();
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}
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}
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void CustomShaderCache::RetrieveAsyncShaders()
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@@ -109,7 +109,10 @@ void ShaderCache::Shutdown()
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// This may leave shaders uncommitted to the cache, but it's better than blocking shutdown
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// until everything has finished compiling.
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if (m_async_shader_compiler)
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{
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m_async_shader_compiler->StopWorkerThreads();
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m_async_shader_compiler->ClearAllWork();
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}
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ClosePipelineUIDCache();
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}
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