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// 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/frontend/emu_window.h"
#include "core/settings.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, Core::Frontend::GraphicsContext& context,
Tegra::DmaPusher& dma_pusher, SynchState& state) {
MicroProfileOnThreadCreate("GpuThread");
// Wait for first GPU command before acquiring the window context
while (state.queue.Empty())
;
// If emulation was stopped during disk shader loading, abort before trying to acquire context
if (!state.is_running) {
return;
}
auto current_context = context.Acquire();
CommandDataContainer next;
while (state.is_running) {
next = state.queue.PopWait();
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(data->framebuffer ? &*data->framebuffer : nullptr);
} else if (const auto data = std::get_if<OnCommandListEndCommand>(&next.data)) {
renderer.Rasterizer().ReleaseFences();
} 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().OnCPUWrite(data->addr, data->size);
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
return;
} else {
UNREACHABLE();
}
state.signaled_fence.store(next.fence);
}
}
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,
Core::Frontend::GraphicsContext& context,
Tegra::DmaPusher& dma_pusher) {
thread = std::thread{RunThread, std::ref(renderer), std::ref(context), std::ref(dma_pusher),
std::ref(state)};
}
void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
PushCommand(SubmitListCommand(std::move(entries)));
}
void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
PushCommand(SwapBuffersCommand(framebuffer ? std::make_optional(*framebuffer) : std::nullopt));
}
void ThreadManager::FlushRegion(VAddr addr, u64 size) {
if (!Settings::IsGPULevelHigh()) {
return;
}
if (system.Renderer().Rasterizer().MustFlushRegion(addr, size)) {
u64 fence = PushCommand(FlushRegionCommand(addr, size));
while (fence > state.signaled_fence.load(std::memory_order_relaxed)) {
}
}
}
void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
system.Renderer().Rasterizer().OnCPUWrite(addr, size);
}
void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
// Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
system.Renderer().Rasterizer().OnCPUWrite(addr, size);
}
void ThreadManager::WaitIdle() const {
while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed)) {
}
}
void ThreadManager::OnCommandListEnd() {
PushCommand(OnCommandListEndCommand());
}
u64 ThreadManager::PushCommand(CommandData&& command_data) {
const u64 fence{++state.last_fence};
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
return fence;
}
} // namespace VideoCommon::GPUThread
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