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path: root/src/video_core/gpu_thread.cpp
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2024-02-19scope_exit: Make constexprFearlessTobi
Allows the use of the macro in constexpr-contexts. Also avoids some potential problems when nesting braces inside it.
2024-01-31nvnflinger/gpu: implement layer stack compositionLiam
2024-01-18SMMU: Initial adaptation to video_core.Fernando Sahmkow
2023-06-28Memory Tracking: Optimize tracking to only use atomic writes when contested ↵Fernando Sahmkow
with the host GPU
2023-06-03core: frontend: Refactor GraphicsContext to its own module.bunnei
2023-03-21bounded_threadsafe_queue: Deduplicate and add PushModesMorph
Adds the PushModes Try and Wait to allow producers to specify how they want to push their data to the queue if the queue is full. If the queue is full: - Try will fail to push to the queue, returning false. Try only returns true if it successfully pushes to the queue. This may result in items not being pushed into the queue. - Wait will wait until a slot is available to push to the queue, resulting in potential for deadlock if a consumer is not running.
2023-03-21bounded_threadsafe_queue: Use simplified impl of bounded queueMorph
Provides a simplified SPSC, MPSC, and MPMC bounded queue implementation using mutexes.
2023-03-17Merge pull request #9778 from behunin/my-box-chevybunnei
gpu_thread: Use bounded queue
2023-03-07core: Promote CPU/GPU threads to time criticalMorph
And also demote Audren and CoreTiming to High thread priority.
2023-03-03gpu_thread: Use bounded queueBehunin
2023-02-07Remove OnCommandListEndCommandBehunin
Call rasterizer->ReleaseFences() directly
2022-11-22general: fix compile for Apple ClangLiam
2022-10-06VideoCore: Refactor fencing system.Fernando Sahmkow
2022-10-06VideoCore: Refactor syncing.Fernando Sahmkow
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow
2022-10-03common: remove "yuzu:" prefix from thread namesLiam
2022-07-06gpu_thread: Use the previous MPSCQueue implementationMorph
The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now.
2022-06-13common: Change semantics of UNREACHABLE to unconditionally crashLiam
2022-06-02gpu_thread: Move to bounded queueLevi Behunin
2022-04-23general: Convert source file copyright comments over to SPDXMorph
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-07video_core: Replace lock_guard with scoped_lockMerry
2021-09-15gpu: Use std::jthread for async gpu threadameerj
2021-06-11GPUTHread: Remove async reads from Normal Accuracy.Fernando Sahmkow
2021-04-14common: Move settings to common from core.bunnei
- Removes a dependency on core and input_common from common.
2021-04-07video_core: Use a CV for blocking commands.Markus Wick
There is no need for a busy loop here. Let's just use a condition variable to save some power.
2021-04-07video_core/gpu_thread: Keep the write lock for allocating the fence.Markus Wick
Else the fence might get submited out-of-order into the queue, which makes testing them pointless. Overhead should be tiny as the mutex is just moved from the queue to the writing code.
2021-04-07video_core/gpu_thread: Implement a ShutDown method.Markus Wick
This was implicitly done by `is_powered_on = false`, however the explicit method allows us to block until the GPU is actually gone. This should fix a race condition while removing the other subsystems while the GPU is still active.
2021-04-07common/threadsafe_queue: Provide Wait() method.Markus Wick
It shall block until there is something to consume in the queue. And use it for the GPU emulation instead of the spin loop. This is only in booting the emulator, however in BOTW this is the case for about 1 second.
2021-02-28gpu_thread: Remove Async NVDEC placeholdersameerj
This commit removes early placeholders for an implementation of async nvdec. With recent changes to the source code, the placeholders are no longer accurate, and can cause a nullptr dereference due to the nature of the cdma_pusher lifetime.
2021-02-13 rebase, fix name shadowing, more constameerj
2021-02-13nvdec cleanupameerj
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
2020-12-28gpu: gpu_thread: Ensure MicroProfile is shutdown on exit.bunnei
2020-12-28video_core: gpu_thread: Do not wait when system is powered down.bunnei
2020-12-28video_core: gpu: Implement synchronous mode using threaded GPU.bunnei
2020-12-04video_core: Resolve more variable shadowing scenariosLioncash
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
2020-10-26video_core: NVDEC Implementationameerj
This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
2020-07-21video_core: Remove unused variablesLioncash
Silences several compiler warnings about unused variables.
2020-06-27General: Tune the priority of main emulation threads so they have higher ↵Fernando Sahmkow
priority than less important helper threads.
2020-06-27General: Setup yuzu threads' microprofile, naming and registry.Fernando Sahmkow
2020-04-22Async GPU: Correct flushing behavior to be similar to old async GPU behavior.Fernando Sahmkow
2020-04-22Async GPU: Only do reactive flushing on Extreme Level.Fernando Sahmkow
2020-04-22GPU: Implement Flush Requests for Async mode.Fernando Sahmkow
2020-04-22FenceManager: Implement async buffer cache flushes on High settingsFernando Sahmkow
2020-04-22Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow
2020-04-22GPU: Delay Fences.Fernando Sahmkow
2020-04-22BufferCache: Implement OnCPUWrite and SyncGuestHostFernando Sahmkow
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow