Files
test/source/blender/gpu/GPU_worker.hh
Miguel Pozo 992e7c95a7 GPU: Converge ShaderCompiler implementations
Part of #136993.

Share as much of the ShaderCompiler implementations as possible.
Remove the ShaderCompiler/ShaderCompilerGeneric split and make most of
its functions non virtual.
Move the `get_compiler` function from `Context` to `GPUBackend` and
creation/deletion to `GPUBackend::init/delete_resources`.
Add a `batch_cancel` function to `ShaderCompiler` (needed for the
GPUPass refactor).

As a nice extra, the multithreaded OpenGL compilation has become faster
too.
The barbershop materials + EEVEE static shaders have gone from 27s to
22s.

I have not observed any performance difference on Vulkan or Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/136676
2025-05-08 18:16:47 +02:00

56 lines
1.4 KiB
C++

/* SPDX-FileCopyrightText: 2025 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_vector.hh"
#include "GPU_context.hh"
#include <atomic>
#include <condition_variable>
#include <functional>
#include <memory>
#include <mutex>
#include <thread>
namespace blender::gpu {
/* Abstracts the creation and management of secondary threads with GPU contexts.
* Must be created from the main thread.
* Threads and their context remain alive until destruction. */
class GPUWorker {
private:
Vector<std::unique_ptr<std::thread>> threads_;
std::condition_variable condition_var_;
std::mutex mutex_;
std::atomic<bool> terminate_ = false;
public:
enum class ContextType {
/* Use the main GPU context on the worker threads. */
Main,
/* Use a different secondary GPU context for each worker thread. */
PerThread,
};
/**
* \param threads_count: Number of threads to span.
* \param context_type: The type of context each thread uses.
* \param run_cb: The callback function that will be called by a thread on `wake_up()`.
*/
GPUWorker(uint32_t threads_count, ContextType context_type, std::function<void()> run_cb);
~GPUWorker();
/* Wake up a single thread. */
void wake_up()
{
condition_var_.notify_one();
}
private:
void run(std::shared_ptr<GPUSecondaryContext> context, std::function<void()> run_cb);
};
} // namespace blender::gpu