600dddf88d
Async GPU: Always invalidate synced.
122 lines
4.4 KiB
C++
122 lines
4.4 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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#include "common/assert.h"
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#include "common/microprofile.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/core_timing_util.h"
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#include "core/frontend/scope_acquire_window_context.h"
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#include "video_core/dma_pusher.h"
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#include "video_core/gpu.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon::GPUThread {
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/// Runs the GPU thread
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static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
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SynchState& state) {
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MicroProfileOnThreadCreate("GpuThread");
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// Wait for first GPU command before acquiring the window context
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state.WaitForCommands();
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// If emulation was stopped during disk shader loading, abort before trying to acquire context
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if (!state.is_running) {
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return;
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}
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Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
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CommandDataContainer next;
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while (state.is_running) {
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state.WaitForCommands();
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while (!state.queue.Empty()) {
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state.queue.Pop(next);
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if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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dma_pusher.Push(std::move(submit_list->entries));
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dma_pusher.DispatchCalls();
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} else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) {
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renderer.SwapBuffers(std::move(data->framebuffer));
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} else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
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renderer.Rasterizer().FlushRegion(data->addr, data->size);
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} else if (const auto data = std::get_if<InvalidateRegionCommand>(&next.data)) {
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renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
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} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
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return;
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} else {
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UNREACHABLE();
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}
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state.signaled_fence = next.fence;
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state.TrySynchronize();
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}
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}
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}
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ThreadManager::ThreadManager(Core::System& system) : system{system} {}
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ThreadManager::~ThreadManager() {
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if (!thread.joinable()) {
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return;
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}
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// Notify GPU thread that a shutdown is pending
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PushCommand(EndProcessingCommand());
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thread.join();
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}
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) {
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thread = std::thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)};
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synchronization_event = system.CoreTiming().RegisterEvent(
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"GPUThreadSynch", [this](u64 fence, s64) { state.WaitForSynchronization(fence); });
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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const u64 fence{PushCommand(SubmitListCommand(std::move(entries)))};
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const s64 synchronization_ticks{Core::Timing::usToCycles(std::chrono::microseconds{9000})};
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system.CoreTiming().ScheduleEvent(synchronization_ticks, synchronization_event, fence);
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}
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void ThreadManager::SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
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PushCommand(SwapBuffersCommand(std::move(framebuffer)));
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}
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void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
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PushCommand(FlushRegionCommand(addr, size));
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}
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void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) {
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system.Renderer().Rasterizer().InvalidateRegion(addr, size);
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}
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void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
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// Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
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InvalidateRegion(addr, size);
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}
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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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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state.SignalCommands();
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return fence;
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}
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MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
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void SynchState::WaitForSynchronization(u64 fence) {
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if (signaled_fence >= fence) {
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return;
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}
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// Wait for the GPU to be idle (all commands to be executed)
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{
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MICROPROFILE_SCOPE(GPU_wait);
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std::unique_lock lock{synchronization_mutex};
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synchronization_condition.wait(lock, [this, fence] { return signaled_fence >= fence; });
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}
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}
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} // namespace VideoCommon::GPUThread
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