mirror of
https://github.com/yuzu-mirror/yuzu
synced 2024-12-22 02:33:12 +00:00
42f5fd0ab3
Makes the interface more type-safe and consistent in terms of return values.
126 lines
4.6 KiB
C++
126 lines
4.6 KiB
C++
// Copyright 2019 yuzu Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "common/assert.h"
|
|
#include "common/microprofile.h"
|
|
#include "core/core.h"
|
|
#include "core/core_timing.h"
|
|
#include "core/core_timing_util.h"
|
|
#include "core/frontend/scope_acquire_window_context.h"
|
|
#include "video_core/dma_pusher.h"
|
|
#include "video_core/gpu.h"
|
|
#include "video_core/gpu_thread.h"
|
|
#include "video_core/renderer_base.h"
|
|
|
|
namespace VideoCommon::GPUThread {
|
|
|
|
/// Runs the GPU thread
|
|
static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
|
|
SynchState& state) {
|
|
MicroProfileOnThreadCreate("GpuThread");
|
|
|
|
// Wait for first GPU command before acquiring the window context
|
|
state.WaitForCommands();
|
|
|
|
// If emulation was stopped during disk shader loading, abort before trying to acquire context
|
|
if (!state.is_running) {
|
|
return;
|
|
}
|
|
|
|
Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
|
|
|
|
CommandDataContainer next;
|
|
while (state.is_running) {
|
|
state.WaitForCommands();
|
|
while (!state.queue.Empty()) {
|
|
state.queue.Pop(next);
|
|
if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
|
|
dma_pusher.Push(std::move(submit_list->entries));
|
|
dma_pusher.DispatchCalls();
|
|
} else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) {
|
|
renderer.SwapBuffers(std::move(data->framebuffer));
|
|
} else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
|
|
renderer.Rasterizer().FlushRegion(data->addr, data->size);
|
|
} else if (const auto data = std::get_if<InvalidateRegionCommand>(&next.data)) {
|
|
renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
|
|
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
|
|
return;
|
|
} else {
|
|
UNREACHABLE();
|
|
}
|
|
state.signaled_fence = next.fence;
|
|
state.TrySynchronize();
|
|
}
|
|
}
|
|
}
|
|
|
|
ThreadManager::ThreadManager(Core::System& system) : system{system} {}
|
|
|
|
ThreadManager::~ThreadManager() {
|
|
if (!thread.joinable()) {
|
|
return;
|
|
}
|
|
|
|
// Notify GPU thread that a shutdown is pending
|
|
PushCommand(EndProcessingCommand());
|
|
thread.join();
|
|
}
|
|
|
|
void ThreadManager::StartThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) {
|
|
thread = std::thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)};
|
|
synchronization_event = system.CoreTiming().RegisterEvent(
|
|
"GPUThreadSynch", [this](u64 fence, s64) { state.WaitForSynchronization(fence); });
|
|
}
|
|
|
|
void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
|
|
const u64 fence{PushCommand(SubmitListCommand(std::move(entries)))};
|
|
const s64 synchronization_ticks{Core::Timing::usToCycles(std::chrono::microseconds{9000})};
|
|
system.CoreTiming().ScheduleEvent(synchronization_ticks, synchronization_event, fence);
|
|
}
|
|
|
|
void ThreadManager::SwapBuffers(
|
|
std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
|
|
PushCommand(SwapBuffersCommand(std::move(framebuffer)));
|
|
}
|
|
|
|
void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
|
|
PushCommand(FlushRegionCommand(addr, size));
|
|
}
|
|
|
|
void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) {
|
|
if (state.queue.Empty()) {
|
|
// It's quicker to invalidate a single region on the CPU if the queue is already empty
|
|
system.Renderer().Rasterizer().InvalidateRegion(addr, size);
|
|
} else {
|
|
PushCommand(InvalidateRegionCommand(addr, size));
|
|
}
|
|
}
|
|
|
|
void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
|
|
// Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
|
|
InvalidateRegion(addr, size);
|
|
}
|
|
|
|
u64 ThreadManager::PushCommand(CommandData&& command_data) {
|
|
const u64 fence{++state.last_fence};
|
|
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
|
|
state.SignalCommands();
|
|
return fence;
|
|
}
|
|
|
|
MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
|
|
void SynchState::WaitForSynchronization(u64 fence) {
|
|
if (signaled_fence >= fence) {
|
|
return;
|
|
}
|
|
|
|
// Wait for the GPU to be idle (all commands to be executed)
|
|
{
|
|
MICROPROFILE_SCOPE(GPU_wait);
|
|
std::unique_lock lock{synchronization_mutex};
|
|
synchronization_condition.wait(lock, [this, fence] { return signaled_fence >= fence; });
|
|
}
|
|
}
|
|
|
|
} // namespace VideoCommon::GPUThread
|