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-rw-r--r--src/core/hle/service/nvflinger/nvflinger.cpp3
-rw-r--r--src/video_core/gpu.cpp19
-rw-r--r--src/video_core/gpu.h3
3 files changed, 10 insertions, 15 deletions
diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp
index a22811ec1..396cc5afa 100644
--- a/src/core/hle/service/nvflinger/nvflinger.cpp
+++ b/src/core/hle/service/nvflinger/nvflinger.cpp
@@ -266,10 +266,11 @@ void NVFlinger::Compose() {
auto& gpu = system.GPU();
const auto& multi_fence = buffer->get().multi_fence;
+ const auto stop_token = vsync_thread.get_stop_token();
guard->unlock();
for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
const auto& fence = multi_fence.fences[fence_id];
- gpu.WaitFence(fence.id, fence.value);
+ gpu.WaitFence(fence.id, fence.value, stop_token);
}
guard->lock();
diff --git a/src/video_core/gpu.cpp b/src/video_core/gpu.cpp
index 8788f5148..d98874150 100644
--- a/src/video_core/gpu.cpp
+++ b/src/video_core/gpu.cpp
@@ -206,7 +206,7 @@ struct GPU::Impl {
}
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
- void WaitFence(u32 syncpoint_id, u32 value) {
+ void WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token = {}) {
// Synced GPU, is always in sync
if (!is_async) {
return;
@@ -218,13 +218,8 @@ struct GPU::Impl {
}
MICROPROFILE_SCOPE(GPU_wait);
std::unique_lock lock{sync_mutex};
- sync_cv.wait(lock, [=, this] {
- if (shutting_down.load(std::memory_order_relaxed)) {
- // We're shutting down, ensure no threads continue to wait for the next syncpoint
- return true;
- }
- return syncpoints.at(syncpoint_id).load() >= value;
- });
+ sync_cv.wait(lock, stop_token,
+ [=, this] { return syncpoints.at(syncpoint_id).load() >= value; });
}
void IncrementSyncPoint(u32 syncpoint_id) {
@@ -670,8 +665,6 @@ struct GPU::Impl {
std::unique_ptr<Engines::KeplerMemory> kepler_memory;
/// Shader build notifier
std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
- /// When true, we are about to shut down emulation session, so terminate outstanding tasks
- std::atomic_bool shutting_down{};
std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
@@ -680,7 +673,7 @@ struct GPU::Impl {
std::mutex sync_mutex;
std::mutex device_mutex;
- std::condition_variable sync_cv;
+ std::condition_variable_any sync_cv;
struct FlushRequest {
explicit FlushRequest(u64 fence_, VAddr addr_, std::size_t size_)
@@ -819,8 +812,8 @@ const VideoCore::ShaderNotify& GPU::ShaderNotify() const {
return impl->ShaderNotify();
}
-void GPU::WaitFence(u32 syncpoint_id, u32 value) {
- impl->WaitFence(syncpoint_id, value);
+void GPU::WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token) {
+ impl->WaitFence(syncpoint_id, value, stop_token);
}
void GPU::IncrementSyncPoint(u32 syncpoint_id) {
diff --git a/src/video_core/gpu.h b/src/video_core/gpu.h
index 500411176..cc65a7870 100644
--- a/src/video_core/gpu.h
+++ b/src/video_core/gpu.h
@@ -5,6 +5,7 @@
#pragma once
#include <memory>
+#include <stop_token>
#include "common/bit_field.h"
#include "common/common_types.h"
@@ -209,7 +210,7 @@ public:
[[nodiscard]] const VideoCore::ShaderNotify& ShaderNotify() const;
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
- void WaitFence(u32 syncpoint_id, u32 value);
+ void WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token = {});
void IncrementSyncPoint(u32 syncpoint_id);