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-rw-r--r--src/video_core/gpu_thread.cpp155
1 files changed, 62 insertions, 93 deletions
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index c5bdd2a17..cc56cf467 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -4,8 +4,10 @@
#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 "core/settings.h"
#include "video_core/dma_pusher.h"
#include "video_core/gpu.h"
#include "video_core/gpu_thread.h"
@@ -13,38 +15,13 @@
namespace VideoCommon::GPUThread {
-/// Executes a single GPU thread command
-static void ExecuteCommand(CommandData* command, VideoCore::RendererBase& renderer,
- Tegra::DmaPusher& dma_pusher) {
- if (const auto submit_list = std::get_if<SubmitListCommand>(command)) {
- dma_pusher.Push(std::move(submit_list->entries));
- dma_pusher.DispatchCalls();
- } else if (const auto data = std::get_if<SwapBuffersCommand>(command)) {
- renderer.SwapBuffers(data->framebuffer);
- } else if (const auto data = std::get_if<FlushRegionCommand>(command)) {
- renderer.Rasterizer().FlushRegion(data->addr, data->size);
- } else if (const auto data = std::get_if<InvalidateRegionCommand>(command)) {
- renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
- } else if (const auto data = std::get_if<FlushAndInvalidateRegionCommand>(command)) {
- renderer.Rasterizer().FlushAndInvalidateRegion(data->addr, data->size);
- } else {
- UNREACHABLE();
- }
-}
-
/// Runs the GPU thread
static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
SynchState& state) {
-
MicroProfileOnThreadCreate("GpuThread");
- auto WaitForWakeup = [&]() {
- std::unique_lock<std::mutex> lock{state.signal_mutex};
- state.signal_condition.wait(lock, [&] { return !state.is_idle || !state.is_running; });
- };
-
// Wait for first GPU command before acquiring the window context
- WaitForWakeup();
+ state.WaitForCommands();
// If emulation was stopped during disk shader loading, abort before trying to acquire context
if (!state.is_running) {
@@ -53,99 +30,91 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
+ CommandDataContainer next;
while (state.is_running) {
- if (!state.is_running) {
- return;
- }
-
- {
- // Thread has been woken up, so make the previous write queue the next read queue
- std::lock_guard<std::mutex> lock{state.signal_mutex};
- std::swap(state.push_queue, state.pop_queue);
+ 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 (const auto data = std::get_if<EndProcessingCommand>(&next.data)) {
+ return;
+ } else {
+ UNREACHABLE();
+ }
+ state.signaled_fence = next.fence;
+ state.TrySynchronize();
}
-
- // Execute all of the GPU commands
- while (!state.pop_queue->empty()) {
- ExecuteCommand(&state.pop_queue->front(), renderer, dma_pusher);
- state.pop_queue->pop();
- }
-
- state.UpdateIdleState();
-
- // Signal that the GPU thread has finished processing commands
- if (state.is_idle) {
- state.idle_condition.notify_one();
- }
-
- // Wait for CPU thread to send more GPU commands
- WaitForWakeup();
}
}
-ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher)
- : renderer{renderer}, dma_pusher{dma_pusher}, thread{RunThread, std::ref(renderer),
- std::ref(dma_pusher), std::ref(state)},
- thread_id{thread.get_id()} {}
+ThreadManager::ThreadManager(Core::System& system, VideoCore::RendererBase& renderer,
+ Tegra::DmaPusher& dma_pusher)
+ : system{system}, 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); });
+}
ThreadManager::~ThreadManager() {
- {
- // Notify GPU thread that a shutdown is pending
- std::lock_guard<std::mutex> lock{state.signal_mutex};
- state.is_running = false;
- }
-
- state.signal_condition.notify_one();
+ // Notify GPU thread that a shutdown is pending
+ PushCommand(EndProcessingCommand());
thread.join();
}
void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
- if (entries.empty()) {
- return;
- }
-
- PushCommand(SubmitListCommand(std::move(entries)), false, false);
+ const u64 fence{PushCommand(SubmitListCommand(std::move(entries)))};
+ const s64 synchronization_ticks{Core::Timing::usToCycles(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)), true, false);
+ PushCommand(SwapBuffersCommand(std::move(framebuffer)));
}
-void ThreadManager::FlushRegion(VAddr addr, u64 size) {
- // Block the CPU when using accurate emulation
- PushCommand(FlushRegionCommand(addr, size), Settings::values.use_accurate_gpu_emulation, false);
+void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
+ PushCommand(FlushRegionCommand(addr, size));
}
-void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
- PushCommand(InvalidateRegionCommand(addr, size), true, true);
+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(VAddr addr, u64 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);
}
-void ThreadManager::PushCommand(CommandData&& command_data, bool wait_for_idle, bool allow_on_cpu) {
- {
- std::lock_guard<std::mutex> lock{state.signal_mutex};
-
- if ((allow_on_cpu && state.is_idle) || IsGpuThread()) {
- // Execute the command synchronously on the current thread
- ExecuteCommand(&command_data, renderer, dma_pusher);
- return;
- }
+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;
+}
- // Push the command to the GPU thread
- state.UpdateIdleState();
- state.push_queue->emplace(command_data);
+MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
+void SynchState::WaitForSynchronization(u64 fence) {
+ if (signaled_fence >= fence) {
+ return;
}
- // Signal the GPU thread that commands are pending
- state.signal_condition.notify_one();
-
- if (wait_for_idle) {
- // Wait for the GPU to be idle (all commands to be executed)
- std::unique_lock<std::mutex> lock{state.idle_mutex};
- state.idle_condition.wait(lock, [this] { return static_cast<bool>(state.is_idle); });
+ // Wait for the GPU to be idle (all commands to be executed)
+ {
+ MICROPROFILE_SCOPE(GPU_wait);
+ std::unique_lock<std::mutex> lock{synchronization_mutex};
+ synchronization_condition.wait(lock, [this, fence] { return signaled_fence >= fence; });
}
}