mirror of
https://github.com/yuzu-mirror/yuzu
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e8bd9aed8b
There is no need for a busy loop here. Let's just use a condition variable to save some power.
155 lines
4.5 KiB
C++
155 lines
4.5 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/framebuffer_config.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 VideoCore {
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class RasterizerInterface;
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class RendererBase;
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} // namespace VideoCore
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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(VAddr addr_, u64 size_) : addr{addr_}, size{size_} {}
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VAddr 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(VAddr addr_, u64 size_) : addr{addr_}, size{size_} {}
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VAddr 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(VAddr addr_, u64 size_)
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: addr{addr_}, size{size_} {}
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VAddr addr;
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u64 size;
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};
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/// Command called within the gpu, to schedule actions after a command list end
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struct OnCommandListEndCommand final {};
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/// Command to make the gpu look into pending requests
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struct GPUTickCommand final {};
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using CommandData =
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std::variant<EndProcessingCommand, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
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InvalidateRegionCommand, FlushAndInvalidateRegionCommand, OnCommandListEndCommand,
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GPUTickCommand>;
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struct CommandDataContainer {
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CommandDataContainer() = default;
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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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struct SynchState final {
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std::atomic_bool is_running{true};
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using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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std::mutex write_lock;
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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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class ThreadManager final {
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public:
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explicit ThreadManager(Core::System& system_, bool is_async_);
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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(VAddr 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(VAddr 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(VAddr addr, u64 size);
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// Stops the GPU execution and waits for the GPU to finish working
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void ShutDown();
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void OnCommandListEnd();
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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, bool block = false);
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Core::System& system;
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const bool is_async;
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VideoCore::RasterizerInterface* rasterizer = nullptr;
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SynchState state;
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std::thread thread;
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};
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} // namespace VideoCommon::GPUThread
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