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								// Copyright 2017 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <atomic>
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								#include <condition_variable>
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								#include <deque>
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								#include <functional>
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								#include <map>
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								#include <memory>
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								#include <mutex>
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								#include <thread>
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								#include <utility>
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								#include <vector>
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								#include "Common/CommonTypes.h"
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								#include "Common/Event.h"
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								#include "Common/Flag.h"
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								namespace VideoCommon
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								{
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								class AsyncShaderCompiler
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								{
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								public:
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								  class WorkItem
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								  {
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								  public:
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								    virtual ~WorkItem() = default;
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								    virtual bool Compile() = 0;
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								    virtual void Retrieve() = 0;
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								  };
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								  using WorkItemPtr = std::unique_ptr<WorkItem>;
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								  AsyncShaderCompiler();
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								  virtual ~AsyncShaderCompiler();
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								  template <typename T, typename... Params>
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								  static WorkItemPtr CreateWorkItem(Params&&... params)
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								  {
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								    return std::make_unique<T>(std::forward<Params>(params)...);
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								  }
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								  // Queues a new work item to the compiler threads. The lower the priority, the sooner
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								  // this work item will be compiled, relative to the other work items.
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								  void QueueWorkItem(WorkItemPtr item, u32 priority);
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								  void RetrieveWorkItems();
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								  bool HasPendingWork();
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								  bool HasCompletedWork();
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								  // Simpler version without progress updates.
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								  void WaitUntilCompletion();
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								  // Calls progress_callback periodically, with completed_items, and total_items.
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								  void WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
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								  // Needed because of calling virtual methods in shutdown procedure.
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								  bool StartWorkerThreads(u32 num_worker_threads);
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								  bool ResizeWorkerThreads(u32 num_worker_threads);
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								  bool HasWorkerThreads() const;
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								  void StopWorkerThreads();
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								protected:
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								  virtual bool WorkerThreadInitMainThread(void** param);
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								  virtual bool WorkerThreadInitWorkerThread(void* param);
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								  virtual void WorkerThreadExit(void* param);
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								private:
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								  void WorkerThreadEntryPoint(void* param);
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								  void WorkerThreadRun();
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								  Common::Flag m_exit_flag;
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								  Common::Event m_init_event;
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								  std::vector<std::thread> m_worker_threads;
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								  std::atomic_bool m_worker_thread_start_result{false};
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								  // A multimap is used to store the work items. We can't use a priority_queue here, because
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								  // there's no way to obtain a non-const reference, which we need for the unique_ptr.
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								  std::multimap<u32, WorkItemPtr> m_pending_work;
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								  std::mutex m_pending_work_lock;
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								  std::condition_variable m_worker_thread_wake;
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								  std::atomic_size_t m_busy_workers{0};
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								  std::deque<WorkItemPtr> m_completed_work;
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								  std::mutex m_completed_work_lock;
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								};
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								}  // namespace VideoCommon
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