d3d11: fall back to singlethreaded shader compile if device was single threaded

This commit is contained in:
chyyran 2023-02-07 17:27:44 -05:00
parent dcc6280b4f
commit 07b20fecdc
2 changed files with 80 additions and 73 deletions

View file

@ -31,8 +31,9 @@ use librashader_runtime::uniforms::UniformStorage;
use rayon::prelude::*; use rayon::prelude::*;
use windows::Win32::Graphics::Direct3D11::{ use windows::Win32::Graphics::Direct3D11::{
ID3D11Buffer, ID3D11Device, ID3D11DeviceContext, D3D11_BIND_CONSTANT_BUFFER, D3D11_BUFFER_DESC, ID3D11Buffer, ID3D11Device, ID3D11DeviceContext, D3D11_BIND_CONSTANT_BUFFER, D3D11_BUFFER_DESC,
D3D11_CPU_ACCESS_WRITE, D3D11_RESOURCE_MISC_FLAG, D3D11_RESOURCE_MISC_GENERATE_MIPS, D3D11_CPU_ACCESS_WRITE, D3D11_CREATE_DEVICE_SINGLETHREADED, D3D11_RESOURCE_MISC_FLAG,
D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT, D3D11_USAGE_DYNAMIC, D3D11_RESOURCE_MISC_GENERATE_MIPS, D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT,
D3D11_USAGE_DYNAMIC,
}; };
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R8G8B8A8_UNORM; use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R8G8B8A8_UNORM;
@ -225,11 +226,10 @@ impl FilterChainD3D11 {
passes: Vec<ShaderPassMeta>, passes: Vec<ShaderPassMeta>,
semantics: &ShaderSemantics, semantics: &ShaderSemantics,
) -> error::Result<Vec<FilterPass>> { ) -> error::Result<Vec<FilterPass>> {
// access to ID3D11Device is thread safe. let device_is_singlethreaded =
let filters: Vec<error::Result<FilterPass>> = passes unsafe { (device.GetCreationFlags() & D3D11_CREATE_DEVICE_SINGLETHREADED.0) == 1 };
.into_par_iter()
.enumerate() let builder_fn = |(index, (config, source, mut reflect)): (usize, ShaderPassMeta)| {
.map(|(index, (config, source, mut reflect))| {
let reflection = reflect.reflect(index, semantics)?; let reflection = reflect.reflect(index, semantics)?;
let hlsl = reflect.compile(None)?; let hlsl = reflect.compile(None)?;
@ -300,8 +300,15 @@ impl FilterChainD3D11 {
source, source,
config, config,
}) })
}) };
.collect();
let filters: Vec<error::Result<FilterPass>> = if device_is_singlethreaded {
// D3D11Device is not thread safe
passes.into_iter().enumerate().map(builder_fn).collect()
} else {
// D3D11Device is thread safe
passes.into_par_iter().enumerate().map(builder_fn).collect()
};
let filters: error::Result<Vec<FilterPass>> = filters.into_iter().collect(); let filters: error::Result<Vec<FilterPass>> = filters.into_iter().collect();
let filters = filters?; let filters = filters?;

@ -1 +1 @@
Subproject commit 39fd0bef8f7615062193b829c5f5ebfaa4a56949 Subproject commit 9e89aafe0f6a63645445ca8302b88e4060274c72