282adfc70b
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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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 <mutex>
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#include <optional>
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#include <thread>
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#include <variant>
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#include "common/threadsafe_queue.h"
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#include "video_core/gpu.h"
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namespace Tegra {
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struct FramebufferConfig;
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class DmaPusher;
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} // namespace Tegra
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namespace Core {
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namespace Frontend {
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class GraphicsContext;
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}
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class System;
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} // namespace Core
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namespace VideoCommon::GPUThread {
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/// Command to signal to the GPU thread that processing has ended
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struct EndProcessingCommand final {};
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/// Command to signal to the GPU thread that a command list is ready for processing
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struct SubmitListCommand final {
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explicit SubmitListCommand(Tegra::CommandList&& entries) : entries{std::move(entries)} {}
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Tegra::CommandList entries;
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};
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/// Command to signal to the GPU thread that a swap buffers is pending
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struct SwapBuffersCommand final {
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explicit SwapBuffersCommand(std::optional<const Tegra::FramebufferConfig> framebuffer)
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: framebuffer{std::move(framebuffer)} {}
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std::optional<Tegra::FramebufferConfig> framebuffer;
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};
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/// Command to signal to the GPU thread to flush a region
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struct FlushRegionCommand final {
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explicit constexpr FlushRegionCommand(CacheAddr addr, u64 size) : addr{addr}, size{size} {}
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CacheAddr addr;
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u64 size;
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};
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/// Command to signal to the GPU thread to invalidate a region
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struct InvalidateRegionCommand final {
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explicit constexpr InvalidateRegionCommand(CacheAddr addr, u64 size) : addr{addr}, size{size} {}
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CacheAddr addr;
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u64 size;
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};
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/// Command to signal to the GPU thread to flush and invalidate a region
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struct FlushAndInvalidateRegionCommand final {
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explicit constexpr FlushAndInvalidateRegionCommand(CacheAddr addr, u64 size)
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: addr{addr}, size{size} {}
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CacheAddr addr;
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u64 size;
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};
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using CommandData =
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std::variant<EndProcessingCommand, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
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InvalidateRegionCommand, FlushAndInvalidateRegionCommand>;
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struct CommandDataContainer {
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CommandDataContainer() = default;
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CommandDataContainer(CommandData&& data, u64 next_fence)
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: data{std::move(data)}, fence{next_fence} {}
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CommandData data;
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u64 fence{};
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};
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/// Struct used to synchronize the GPU thread
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struct SynchState final {
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std::atomic_bool is_running{true};
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using CommandQueue = Common::MPSCQueue<CommandDataContainer>;
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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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};
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/// Class used to manage the GPU thread
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class ThreadManager final {
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public:
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explicit ThreadManager(Core::System& system);
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~ThreadManager();
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/// Creates and starts the GPU thread.
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void StartThread(VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context,
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Tegra::DmaPusher& dma_pusher);
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/// Push GPU command entries to be processed
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void SubmitList(Tegra::CommandList&& entries);
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/// Swap buffers (render frame)
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void SwapBuffers(const Tegra::FramebufferConfig* framebuffer);
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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void FlushRegion(CacheAddr addr, u64 size);
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/// Notify rasterizer that any caches of the specified region should be invalidated
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void InvalidateRegion(CacheAddr addr, u64 size);
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/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
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void FlushAndInvalidateRegion(CacheAddr addr, u64 size);
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// Wait until the gpu thread is idle.
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void WaitIdle() const;
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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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private:
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SynchState state;
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Core::System& system;
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std::thread thread;
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std::thread::id thread_id;
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};
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} // namespace VideoCommon::GPUThread
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