docs(architecture): describe background shader preparation at registration
Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
parent
6db5c13696
commit
ac03a5b718
|
|
@ -67,6 +67,8 @@ flowchart LR
|
|||
|
||||
- [`Recompiler.cpp`](../../core/shader/recompiler/Recompiler.cpp) runs the stages in this order. With `ANYPS5_ENABLE_SPIRV_TOOLS`, the SPIR-V is also validated and optimized with SPIRV-Tools.
|
||||
- `ShaderRecompiler::Recompile` keeps compiled variants in memory, and `ShaderDiskCache` stores them on disk so later runs reuse them.
|
||||
- `Driver::RegisterShader` splits shader preparation in two. `PlanRegistered` runs on the registering guest thread: it validates the registers and entry point, decodes the code and builds the recompile request, so invalid registrations still fail there. The RDNA to IR translation and resource plan (`PrepareShader`) run on a background pool of `hardware_concurrency() / 2` detached threads (at least 2, 64 MiB stacks).
|
||||
- The snapshot is published as pending. `SourceHandleFor`, `InvocationFor` and `ShaderPreparationTransaction::Edit` / `Read` wait for the pending job before reading `PreparedShaders`, and rethrow its failure. `APS5_SYNC_SHADER_PREPARE=1` prepares on the registering thread instead.
|
||||
|
||||
### Shader MODE register access
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue