video_core: Use a CV for blocking commands.
There is no need for a busy loop here. Let's just use a condition variable to save some power.
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@ -56,11 +56,17 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
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rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
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} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
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return;
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ASSERT(state.is_running == false);
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} else {
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UNREACHABLE();
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}
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state.signaled_fence.store(next.fence);
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if (next.block) {
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// We have to lock the write_lock to ensure that the condition_variable wait not get a
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// race between the check and the lock itself.
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std::lock_guard lk(state.write_lock);
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state.cv.notify_all();
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}
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}
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}
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@ -105,9 +111,8 @@ void ThreadManager::FlushRegion(VAddr addr, u64 size) {
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case Settings::GPUAccuracy::Extreme: {
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auto& gpu = system.GPU();
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u64 fence = gpu.RequestFlush(addr, size);
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PushCommand(GPUTickCommand());
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while (fence > gpu.CurrentFlushRequestFence()) {
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}
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PushCommand(GPUTickCommand(), true);
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ASSERT(fence <= gpu.CurrentFlushRequestFence());
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break;
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}
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default:
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@ -124,18 +129,16 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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rasterizer->OnCPUWrite(addr, size);
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}
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void ThreadManager::WaitIdle() const {
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while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
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state.is_running) {
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}
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}
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void ThreadManager::ShutDown() {
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if (!state.is_running) {
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return;
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}
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state.is_running = false;
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{
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std::lock_guard lk(state.write_lock);
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state.is_running = false;
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state.cv.notify_all();
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}
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if (!thread.joinable()) {
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return;
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@ -150,15 +153,21 @@ void ThreadManager::OnCommandListEnd() {
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PushCommand(OnCommandListEndCommand());
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}
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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std::unique_lock lk(state.write_lock);
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const u64 fence{++state.last_fence};
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state.queue.Push(CommandDataContainer(std::move(command_data), fence));
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u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
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if (!is_async) {
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// In synchronous GPU mode, block the caller until the command has executed
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lk.unlock();
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WaitIdle();
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block = true;
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}
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std::unique_lock lk(state.write_lock);
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const u64 fence{++state.last_fence};
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state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
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if (block) {
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state.cv.wait(lk, [this, fence] {
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return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
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!state.is_running;
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});
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}
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return fence;
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@ -90,11 +90,12 @@ using CommandData =
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struct CommandDataContainer {
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CommandDataContainer() = default;
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explicit CommandDataContainer(CommandData&& data_, u64 next_fence_)
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: data{std::move(data_)}, fence{next_fence_} {}
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explicit CommandDataContainer(CommandData&& data_, u64 next_fence_, bool block_)
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: data{std::move(data_)}, fence{next_fence_}, block(block_) {}
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CommandData data;
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u64 fence{};
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bool block{};
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};
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/// Struct used to synchronize the GPU thread
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@ -106,6 +107,7 @@ struct SynchState final {
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CommandQueue queue;
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u64 last_fence{};
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std::atomic<u64> signaled_fence{};
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std::condition_variable cv;
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};
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/// Class used to manage the GPU thread
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@ -140,10 +142,7 @@ public:
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private:
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/// Pushes a command to be executed by the GPU thread
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u64 PushCommand(CommandData&& command_data);
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// Wait until the gpu thread is idle.
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void WaitIdle() const;
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u64 PushCommand(CommandData&& command_data, bool block = false);
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Core::System& system;
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const bool is_async;
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