blob: 392971db3c6a89cda00b1c50bbdb44290225c62b [file]
/*
* Copyright 2023 Rive
*/
#pragma once
#include "rive/renderer/gpu.hpp"
#include "rive/renderer/metal/render_context_metal_impl.h"
#include <queue>
#include <thread>
#import <Metal/Metal.h>
namespace rive::gpu
{
// Defines a job to compile a "draw" shader, with a specific set of features
// enabled.
struct BackgroundCompileJob
{
gpu::DrawType drawType;
gpu::ShaderFeatures shaderFeatures;
gpu::InterlockMode interlockMode;
gpu::ShaderMiscFlags shaderMiscFlags;
id<MTLLibrary> compiledLibrary = nil;
#ifdef WITH_RIVE_TOOLS
gpu::SynthesizedFailureType
synthesizedFailureType = gpu::SynthesizedFailureType::none;
#endif
};
// Compiles "draw" shaders in a background thread, with a specific set of
// features enabled.
class BackgroundShaderCompiler
{
public:
using AtomicBarrierType = RenderContextMetalImpl::AtomicBarrierType;
using MetalFeatures = RenderContextMetalImpl::MetalFeatures;
BackgroundShaderCompiler(id<MTLDevice> gpu, MetalFeatures metalFeatures)
: m_gpu(gpu)
, m_metalFeatures(metalFeatures)
{}
~BackgroundShaderCompiler();
void pushJob(const BackgroundCompileJob&);
bool popFinishedJob(BackgroundCompileJob* job, bool wait);
private:
void threadMain();
const id<MTLDevice> m_gpu;
const MetalFeatures m_metalFeatures;
std::queue<BackgroundCompileJob> m_pendingJobs;
std::vector<BackgroundCompileJob> m_finishedJobs;
std::mutex m_mutex;
std::condition_variable m_workAddedCondition;
std::condition_variable m_workFinishedCondition;
bool m_shouldQuit = false;
std::thread m_compilerThread;
};
} // namespace rive::gpu