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	opengl: Fix asynchronous shaders
Wait for shader to build before configuring it, and wait for the shader to build before sharing it with other contexts.
This commit is contained in:
		@@ -237,10 +237,12 @@ GraphicsPipeline::GraphicsPipeline(
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    if (key.xfb_enabled && device.UseAssemblyShaders()) {
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        GenerateTransformFeedbackState();
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    }
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    auto func{[this, device, sources, sources_spirv,
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               shader_notify](ShaderContext::Context*) mutable {
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    const bool in_parallel = thread_worker != nullptr;
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    const auto backend = device.GetShaderBackend();
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    auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
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               shader_notify, backend, in_parallel](ShaderContext::Context*) mutable {
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        for (size_t stage = 0; stage < 5; ++stage) {
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            switch (device.GetShaderBackend()) {
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            switch (backend) {
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            case Settings::ShaderBackend::GLSL:
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                if (!sources[stage].empty()) {
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                    source_programs[stage] = CreateProgram(sources[stage], Stage(stage));
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@@ -249,6 +251,10 @@ GraphicsPipeline::GraphicsPipeline(
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            case Settings::ShaderBackend::GLASM:
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                if (!sources[stage].empty()) {
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                    assembly_programs[stage] = CompileProgram(sources[stage], AssemblyStage(stage));
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                    if (in_parallel) {
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                        // Make sure program is built before continuing when building in parallel
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                        glGetString(GL_PROGRAM_ERROR_STRING_NV);
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                    }
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                }
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                break;
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            case Settings::ShaderBackend::SPIRV:
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@@ -258,10 +264,20 @@ GraphicsPipeline::GraphicsPipeline(
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                break;
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            }
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        }
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        if (in_parallel && backend != Settings::ShaderBackend::GLASM) {
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            // Make sure programs have built if we are building shaders in parallel
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            for (OGLProgram& program : source_programs) {
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                if (program.handle != 0) {
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                    GLint status{};
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                    glGetProgramiv(program.handle, GL_LINK_STATUS, &status);
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                }
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            }
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        }
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        if (shader_notify) {
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            shader_notify->MarkShaderComplete();
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        }
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        is_built = true;
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        built_condvar.notify_one();
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    }};
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    if (thread_worker) {
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        thread_worker->QueueWork(std::move(func));
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@@ -434,6 +450,9 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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    buffer_cache.UpdateGraphicsBuffers(is_indexed);
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    buffer_cache.BindHostGeometryBuffers(is_indexed);
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    if (!is_built.load(std::memory_order::relaxed)) {
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        WaitForBuild();
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    }
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    if (assembly_programs[0].handle != 0) {
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        program_manager.BindAssemblyPrograms(assembly_programs, enabled_stages_mask);
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    } else {
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@@ -545,4 +564,9 @@ void GraphicsPipeline::GenerateTransformFeedbackState() {
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    num_xfb_strides = static_cast<GLsizei>(current_stream - xfb_streams.data());
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}
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void GraphicsPipeline::WaitForBuild() {
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    std::unique_lock lock{built_mutex};
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    built_condvar.wait(lock, [this] { return is_built.load(std::memory_order::relaxed); });
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}
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} // namespace OpenGL
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@@ -119,6 +119,8 @@ private:
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    void GenerateTransformFeedbackState();
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    void WaitForBuild();
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    TextureCache& texture_cache;
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    BufferCache& buffer_cache;
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    Tegra::MemoryManager& gpu_memory;
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@@ -143,13 +145,16 @@ private:
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    bool use_storage_buffers{};
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    bool writes_global_memory{};
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    std::atomic_bool is_built{false};
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    static constexpr std::size_t XFB_ENTRY_STRIDE = 3;
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    GLsizei num_xfb_attribs{};
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    GLsizei num_xfb_strides{};
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    std::array<GLint, 128 * XFB_ENTRY_STRIDE * Maxwell::NumTransformFeedbackBuffers> xfb_attribs{};
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    std::array<GLint, Maxwell::NumTransformFeedbackBuffers> xfb_streams{};
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    std::mutex built_mutex;
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    std::condition_variable built_condvar;
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    std::atomic_bool is_built{false};
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};
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} // namespace OpenGL
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