Remove unused isRendererThread argument from PreponeCompilation

This commit is contained in:
goeiecool9999 2025-07-24 09:15:50 +02:00
parent f6610b5b0c
commit 25c8f0a5ff
10 changed files with 22 additions and 22 deletions

View file

@ -767,7 +767,7 @@ LatteDecompilerShader* LatteShader_CompileSeparableVertexShader(uint64 baseHash,
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
if (vertexShader->shader)
vertexShader->shader->PreponeCompilation(true);
vertexShader->shader->PreponeCompilation();
LatteShader_FinishCompilation(vertexShader);
}
@ -796,7 +796,7 @@ LatteDecompilerShader* LatteShader_CompileSeparableGeometryShader(uint64 baseHas
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
if (geometryShader->shader)
geometryShader->shader->PreponeCompilation(true);
geometryShader->shader->PreponeCompilation();
LatteShader_FinishCompilation(geometryShader);
}
@ -825,7 +825,7 @@ LatteDecompilerShader* LatteShader_CompileSeparablePixelShader(uint64 baseHash,
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
if (pixelShader->shader)
pixelShader->shader->PreponeCompilation(true);
pixelShader->shader->PreponeCompilation();
LatteShader_FinishCompilation(pixelShader);
}

View file

@ -868,7 +868,7 @@ RendererShaderGL* rectsEmulationGS_generateShaderGL(LatteDecompilerShader* verte
gsSrc.append("}\r\n");
auto glShader = new RendererShaderGL(RendererShader::ShaderType::kGeometry, 0, 0, false, false, gsSrc);
glShader->PreponeCompilation(true);
glShader->PreponeCompilation();
return glShader;
}

View file

@ -157,7 +157,7 @@ RendererShaderGL::~RendererShaderGL()
glDeleteProgram(m_program);
}
void RendererShaderGL::PreponeCompilation(bool isRenderThread)
void RendererShaderGL::PreponeCompilation()
{
// the logic for initiating compilation is currently in the constructor
// here we only guarantee that it is finished before we return

View file

@ -10,7 +10,7 @@ public:
virtual ~RendererShaderGL();
void PreponeCompilation(bool isRenderThread) override;
void PreponeCompilation() override;
bool IsCompiled() override;
bool WaitForCompiled() override;

View file

@ -121,8 +121,8 @@ RendererOutputShader::RendererOutputShader(const std::string& vertex_source, con
m_vertex_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false));
m_fragment_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false));
m_vertex_shader->PreponeCompilation(true);
m_fragment_shader->PreponeCompilation(true);
m_vertex_shader->PreponeCompilation();
m_fragment_shader->PreponeCompilation();
if (!m_vertex_shader->WaitForCompiled())
throw std::exception();

View file

@ -14,7 +14,7 @@ public:
ShaderType GetType() const { return m_type; }
virtual void PreponeCompilation(bool isRenderThread) = 0; // if shader not yet compiled, compile it synchronously (if possible) or alternatively wait for compilation. After this function IsCompiled() is guaranteed to be true
virtual void PreponeCompilation() = 0; // if shader not yet compiled, compile it synchronously (if possible) or alternatively wait for compilation. After this function IsCompiled() is guaranteed to be true
virtual bool IsCompiled() = 0;
virtual bool WaitForCompiled() = 0;

View file

@ -174,7 +174,7 @@ public:
job->m_compilationState.setValue(RendererShaderVk::COMPILATION_STATE::COMPILING);
s_compilationQueueMutex.unlock();
// compile
job->CompileInternal(false);
job->CompileInternal();
++g_compiled_shaders_async;
// mark as compiled
cemu_assert_debug(job->m_compilationState.getValue() == RendererShaderVk::COMPILATION_STATE::COMPILING);
@ -280,7 +280,7 @@ void RendererShaderVk::FinishCompilation()
m_glslCode.shrink_to_fit();
}
void RendererShaderVk::CompileInternal(bool isRenderThread)
void RendererShaderVk::CompileInternal()
{
// try to retrieve SPIR-V module from cache
if (s_isLoadingShadersVk && (m_isGameShader && !m_isGfxPackShader) && s_spirvCache)
@ -412,7 +412,7 @@ void RendererShaderVk::CompileInternal(bool isRenderThread)
FinishCompilation();
}
void RendererShaderVk::PreponeCompilation(bool isRenderThread)
void RendererShaderVk::PreponeCompilation()
{
ShaderVkThreadPool.s_compilationQueueMutex.lock();
bool isStillQueued = m_compilationState.hasState(COMPILATION_STATE::QUEUED);
@ -432,7 +432,7 @@ void RendererShaderVk::PreponeCompilation(bool isRenderThread)
else
{
// compile synchronously
CompileInternal(isRenderThread);
CompileInternal();
m_compilationState.setValue(COMPILATION_STATE::DONE);
}
}

View file

@ -52,12 +52,12 @@ public:
s_dependencyLock.unlock();
}
void PreponeCompilation(bool isRenderThread) override;
void PreponeCompilation() override;
bool IsCompiled() override;
bool WaitForCompiled() override;
private:
void CompileInternal(bool isRenderThread);
void CompileInternal();
void FinishCompilation();

View file

@ -159,7 +159,7 @@ RendererShaderVk* rectsEmulationGS_generate(LatteDecompilerShader* vertexShader,
gsSrc.append("}\r\n");
auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kGeometry, 0, 0, false, false, gsSrc);
vkShader->PreponeCompilation(true);
vkShader->PreponeCompilation();
return vkShader;
}
@ -966,11 +966,11 @@ bool PipelineCompiler::Compile(bool forceCompile, bool isRenderThread, bool show
{
// if some shader stages are not compiled yet, compile them now
if (m_vkVertexShader && m_vkVertexShader->IsCompiled() == false)
m_vkVertexShader->PreponeCompilation(isRenderThread);
m_vkVertexShader->PreponeCompilation();
if (m_vkPixelShader && m_vkPixelShader->IsCompiled() == false)
m_vkPixelShader->PreponeCompilation(isRenderThread);
m_vkPixelShader->PreponeCompilation();
if (m_vkGeometryShader && m_vkGeometryShader->IsCompiled() == false)
m_vkGeometryShader->PreponeCompilation(isRenderThread);
m_vkGeometryShader->PreponeCompilation();
}
if (shaderStages.empty())

View file

@ -181,7 +181,7 @@ RendererShaderVk* _vkGenSurfaceCopyShader_vs()
std::string shaderStr(vsShaderSrc);
auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kVertex, 0, 0, false, false, shaderStr);
vkShader->PreponeCompilation(true);
vkShader->PreponeCompilation();
return vkShader;
}
@ -199,7 +199,7 @@ RendererShaderVk* _vkGenSurfaceCopyShader_ps_colorToDepth()
std::string shaderStr(psShaderSrc);
auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kFragment, 0, 0, false, false, shaderStr);
vkShader->PreponeCompilation(true);
vkShader->PreponeCompilation();
return vkShader;
}
@ -218,7 +218,7 @@ RendererShaderVk* _vkGenSurfaceCopyShader_ps_depthToColor()
std::string shaderStr(psShaderSrc);
auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kFragment, 0, 0, false, false, shaderStr);
vkShader->PreponeCompilation(true);
vkShader->PreponeCompilation();
return vkShader;
}