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| author | Thog <me@thog.eu> | 2020-04-19 03:25:57 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-04-19 11:25:57 +1000 |
| commit | 644de99e86856bad3fe24a0324c06f96cee6a401 (patch) | |
| tree | 1615bc5acb7af4e9de0337bfad6ceac749cec0a0 /Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs | |
| parent | 4960ab85f81f48553b7217261f4181e31d812a10 (diff) | |
Implement GPU syncpoints (#980)
* Implement GPU syncpoints
This adds support for GPU syncpoints on the GPU backend & nvservices.
Everything that was implemented here is based on my researches,
hardware testing of the GM20B and reversing of nvservices (8.1.0).
Thanks to @fincs for the informations about some behaviours of the pusher
and for the initial informations about syncpoints.
* syncpoint: address gdkchan's comments
* Add some missing logic to handle SubmitGpfifo correctly
* Handle the NV event API correctly
* evnt => hostEvent
* Finish addressing gdkchan's comments
* nvservices: write the output buffer even when an error is returned
* dma pusher: Implemnet prefetch barrier
lso fix when the commands should be prefetch.
* Partially fix prefetch barrier
* Add a missing syncpoint check in QueryEvent of NvHostSyncPt
* Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel
* fix SyncptWait & SyncptWaitEx cmds logic
* Address ripinperi's comments
* Address gdkchan's comments
* Move user event management to the control channel
* Fix mm implementation, nvdec works again
* Address ripinperi's comments
* Address gdkchan's comments
* Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator
* Fix typo in MultiMediaOperationType
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs b/Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs new file mode 100644 index 00000000..abd86b35 --- /dev/null +++ b/Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs @@ -0,0 +1,99 @@ +using System; +using System.Collections.Generic; +using System.Threading; + +namespace Ryujinx.Graphics.Gpu.Synchronization +{ + /// <summary> + /// Represents GPU hardware syncpoint. + /// </summary> + class Syncpoint + { + private int _storedValue; + + public readonly uint Id; + + // TODO: get rid of this lock + private object _listLock = new object(); + + /// <summary> + /// The value of the syncpoint. + /// </summary> + public uint Value => (uint)_storedValue; + + // TODO: switch to something handling concurrency? + private List<SyncpointWaiterHandle> _waiters; + + public Syncpoint(uint id) + { + Id = id; + _waiters = new List<SyncpointWaiterHandle>(); + } + + /// <summary> + /// Register a new callback for a target threshold. + /// The callback will be called once the threshold is reached and will automatically be unregistered. + /// </summary> + /// <param name="threshold">The target threshold</param> + /// <param name="callback">The callback to call when the threshold is reached</param> + /// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns> + public SyncpointWaiterHandle RegisterCallback(uint threshold, Action callback) + { + lock (_listLock) + { + if (Value >= threshold) + { + callback(); + + return null; + } + else + { + SyncpointWaiterHandle waiterInformation = new SyncpointWaiterHandle + { + Threshold = threshold, + Callback = callback + }; + + _waiters.Add(waiterInformation); + + return waiterInformation; + } + } + } + + public void UnregisterCallback(SyncpointWaiterHandle waiterInformation) + { + lock (_listLock) + { + _waiters.Remove(waiterInformation); + } + } + + /// <summary> + /// Increment the syncpoint + /// </summary> + /// <returns>The incremented value of the syncpoint</returns> + public uint Increment() + { + uint currentValue = (uint)Interlocked.Increment(ref _storedValue); + + lock (_listLock) + { + _waiters.RemoveAll(item => + { + bool isPastThreshold = currentValue >= item.Threshold; + + if (isPastThreshold) + { + item.Callback(); + } + + return isPastThreshold; + }); + } + + return currentValue; + } + } +} |
