General: Tune the priority of main emulation threads so they have higher priority than less important helper threads.
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7b44187fd2
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528b19a842
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@ -25,6 +25,52 @@
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namespace Common {
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namespace Common {
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#ifdef _WIN32
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void SetCurrentThreadPriority(ThreadPriority new_priority) {
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auto handle = GetCurrentThread();
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int windows_priority = 0;
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switch (new_priority) {
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case ThreadPriority::Low:
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windows_priority = THREAD_PRIORITY_BELOW_NORMAL;
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break;
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case ThreadPriority::Normal:
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windows_priority = THREAD_PRIORITY_NORMAL;
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break;
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case ThreadPriority::High:
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windows_priority = THREAD_PRIORITY_ABOVE_NORMAL;
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break;
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case ThreadPriority::VeryHigh:
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windows_priority = THREAD_PRIORITY_HIGHEST;
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break;
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default:
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windows_priority = THREAD_PRIORITY_NORMAL;
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break;
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}
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SetThreadPriority(handle, windows_priority);
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}
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#else
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void SetCurrentThreadPriority(ThreadPriority new_priority) {
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pthread_t this_thread = pthread_self();
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s32 max_prio = sched_get_priority_max(SCHED_OTHER);
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s32 min_prio = sched_get_priority_min(SCHED_OTHER);
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u32 level = static_cast<u32>(new_priority) + 1;
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struct sched_param params;
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if (max_prio > min_prio) {
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params.sched_priority = min_prio + ((max_prio - min_prio) * level) / 4;
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} else {
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params.sched_priority = min_prio - ((min_prio - max_prio) * level) / 4;
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}
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pthread_setschedparam(this_thread, SCHED_OTHER, ¶ms);
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}
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#endif
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#ifdef _MSC_VER
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#ifdef _MSC_VER
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// Sets the debugger-visible name of the current thread.
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// Sets the debugger-visible name of the current thread.
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@ -86,6 +86,15 @@ private:
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std::size_t generation = 0; // Incremented once each time the barrier is used
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std::size_t generation = 0; // Incremented once each time the barrier is used
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};
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};
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enum class ThreadPriority : u32 {
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Low = 0,
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Normal = 1,
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High = 2,
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VeryHigh = 3,
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};
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void SetCurrentThreadPriority(ThreadPriority new_priority);
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void SetCurrentThreadName(const char* name);
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void SetCurrentThreadName(const char* name);
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} // namespace Common
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} // namespace Common
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@ -48,6 +48,7 @@ void CoreTiming::ThreadEntry(CoreTiming& instance) {
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std::string name = "yuzu:HostTiming";
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std::string name = "yuzu:HostTiming";
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MicroProfileOnThreadCreate(name.c_str());
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MicroProfileOnThreadCreate(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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Common::SetCurrentThreadPriority(Common::ThreadPriority::VeryHigh);
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instance.on_thread_init();
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instance.on_thread_init();
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instance.ThreadLoop();
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instance.ThreadLoop();
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}
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}
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@ -337,6 +337,7 @@ void CpuManager::RunThread(std::size_t core) {
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}
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}
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MicroProfileOnThreadCreate(name.c_str());
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MicroProfileOnThreadCreate(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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auto& data = core_data[core];
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auto& data = core_data[core];
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data.enter_barrier = std::make_unique<Common::Event>();
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data.enter_barrier = std::make_unique<Common::Event>();
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data.exit_barrier = std::make_unique<Common::Event>();
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data.exit_barrier = std::make_unique<Common::Event>();
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@ -22,6 +22,7 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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std::string name = "yuzu:GPU";
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std::string name = "yuzu:GPU";
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MicroProfileOnThreadCreate(name.c_str());
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MicroProfileOnThreadCreate(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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system.RegisterHostThread();
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system.RegisterHostThread();
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// Wait for first GPU command before acquiring the window context
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// Wait for first GPU command before acquiring the window context
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@ -9,6 +9,7 @@
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#include <utility>
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#include <utility>
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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#include "common/thread.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_query_cache.h"
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#include "video_core/renderer_vulkan/vk_query_cache.h"
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#include "video_core/renderer_vulkan/vk_resource_manager.h"
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#include "video_core/renderer_vulkan/vk_resource_manager.h"
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@ -133,6 +134,7 @@ void VKScheduler::BindGraphicsPipeline(VkPipeline pipeline) {
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}
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}
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void VKScheduler::WorkerThread() {
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void VKScheduler::WorkerThread() {
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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std::unique_lock lock{mutex};
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std::unique_lock lock{mutex};
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do {
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do {
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cv.wait(lock, [this] { return !chunk_queue.Empty() || quit; });
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cv.wait(lock, [this] { return !chunk_queue.Empty() || quit; });
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