Prefetch capabilities before spawning translation threads. (#3338)

* Prefetch capabilities before spawning translation threads.

The Backend Multithreading only expects one thread to submit commands at a time. When compiling shaders, the translator may request the host GPU capabilities from the backend. It's possible for a bunch of translators to do this at the same time.

There's a caching mechanism in place so that the capabilities are only fetched once. By triggering this before spawning the thread, the async translation threads no longer try to queue onto the backend queue all at the same time.

The Capabilities do need to be checked from the GPU thread, due to OpenGL needing a context to check them, so it's not possible to call the underlying backend directly.

* Initialize the capabilities when setting the GPU thread + missing call in headless

* Remove private variables
This commit is contained in:
riperiperi 2022-05-14 15:58:33 +01:00 committed by GitHub
parent 43b4b34376
commit 9ba73ffbe5
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 4 additions and 15 deletions

View file

@ -164,6 +164,7 @@ namespace Ryujinx.Headless.SDL2
Device.Gpu.Renderer.RunLoop(() =>
{
Device.Gpu.SetGpuThread();
Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
Translator.IsReadyForTranslation.Set();