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-rw-r--r--src/video_core/fence_manager.h72
1 files changed, 42 insertions, 30 deletions
diff --git a/src/video_core/fence_manager.h b/src/video_core/fence_manager.h
index 99a138b5b..9fe9c1bf2 100644
--- a/src/video_core/fence_manager.h
+++ b/src/video_core/fence_manager.h
@@ -28,15 +28,15 @@ public:
FenceBase(GPUVAddr address, u32 payload, bool is_stubbed)
: address{address}, payload{payload}, is_semaphore{true}, is_stubbed{is_stubbed} {}
- constexpr GPUVAddr GetAddress() const {
+ GPUVAddr GetAddress() const {
return address;
}
- constexpr u32 GetPayload() const {
+ u32 GetPayload() const {
return payload;
}
- constexpr bool IsSemaphore() const {
+ bool IsSemaphore() const {
return is_semaphore;
}
@@ -54,12 +54,8 @@ class FenceManager {
public:
void SignalSemaphore(GPUVAddr addr, u32 value) {
TryReleasePendingFences();
- bool should_flush = texture_cache.HasUncommitedFlushes();
- should_flush |= buffer_cache.HasUncommitedFlushes();
- should_flush |= query_cache.HasUncommitedFlushes();
- texture_cache.CommitAsyncFlushes();
- buffer_cache.CommitAsyncFlushes();
- query_cache.CommitAsyncFlushes();
+ bool should_flush = ShouldFlush();
+ CommitAsyncFlushes();
TFence new_fence = CreateFence(addr, value, !should_flush);
fences.push(new_fence);
QueueFence(new_fence);
@@ -71,12 +67,8 @@ public:
void SignalSyncPoint(u32 value) {
TryReleasePendingFences();
- bool should_flush = texture_cache.HasUncommitedFlushes();
- should_flush |= buffer_cache.HasUncommitedFlushes();
- should_flush |= query_cache.HasUncommitedFlushes();
- texture_cache.CommitAsyncFlushes();
- buffer_cache.CommitAsyncFlushes();
- query_cache.CommitAsyncFlushes();
+ bool should_flush = ShouldFlush();
+ CommitAsyncFlushes();
TFence new_fence = CreateFence(value, !should_flush);
fences.push(new_fence);
QueueFence(new_fence);
@@ -89,15 +81,10 @@ public:
void WaitPendingFences() {
while (!fences.empty()) {
TFence& current_fence = fences.front();
- bool should_wait = texture_cache.ShouldWaitAsyncFlushes();
- should_wait |= buffer_cache.ShouldWaitAsyncFlushes();
- should_wait |= query_cache.ShouldWaitAsyncFlushes();
- if (should_wait) {
+ if (ShouldWait()) {
WaitFence(current_fence);
}
- texture_cache.PopAsyncFlushes();
- buffer_cache.PopAsyncFlushes();
- query_cache.PopAsyncFlushes();
+ PopAsyncFlushes();
auto& gpu{system.GPU()};
if (current_fence->IsSemaphore()) {
auto& memory_manager{gpu.MemoryManager()};
@@ -116,10 +103,18 @@ protected:
: system{system}, rasterizer{rasterizer}, texture_cache{texture_cache},
buffer_cache{buffer_cache}, query_cache{query_cache} {}
+ virtual ~FenceManager() {}
+
+ /// Creates a Sync Point Fence Interface, does not create a backend fence if 'is_stubbed' is
+ /// true
virtual TFence CreateFence(u32 value, bool is_stubbed) = 0;
+ /// Creates a Semaphore Fence Interface, does not create a backend fence if 'is_stubbed' is true
virtual TFence CreateFence(GPUVAddr addr, u32 value, bool is_stubbed) = 0;
+ /// Queues a fence into the backend if the fence isn't stubbed.
virtual void QueueFence(TFence& fence) = 0;
- virtual bool IsFenceSignaled(TFence& fence) = 0;
+ /// Notifies that the backend fence has been signaled/reached in host GPU.
+ virtual bool IsFenceSignaled(TFence& fence) const = 0;
+ /// Waits until a fence has been signalled by the host GPU.
virtual void WaitFence(TFence& fence) = 0;
Core::System& system;
@@ -132,15 +127,10 @@ private:
void TryReleasePendingFences() {
while (!fences.empty()) {
TFence& current_fence = fences.front();
- bool should_wait = texture_cache.ShouldWaitAsyncFlushes();
- should_wait |= buffer_cache.ShouldWaitAsyncFlushes();
- should_wait |= query_cache.ShouldWaitAsyncFlushes();
- if (should_wait && !IsFenceSignaled(current_fence)) {
+ if (ShouldWait() && !IsFenceSignaled(current_fence)) {
return;
}
- texture_cache.PopAsyncFlushes();
- buffer_cache.PopAsyncFlushes();
- query_cache.PopAsyncFlushes();
+ PopAsyncFlushes();
auto& gpu{system.GPU()};
if (current_fence->IsSemaphore()) {
auto& memory_manager{gpu.MemoryManager()};
@@ -152,6 +142,28 @@ private:
}
}
+ bool ShouldWait() const {
+ return texture_cache.ShouldWaitAsyncFlushes() || buffer_cache.ShouldWaitAsyncFlushes() ||
+ query_cache.ShouldWaitAsyncFlushes();
+ }
+
+ bool ShouldFlush() const {
+ return texture_cache.HasUncommittedFlushes() || buffer_cache.HasUncommittedFlushes() ||
+ query_cache.HasUncommittedFlushes();
+ }
+
+ void PopAsyncFlushes() {
+ texture_cache.PopAsyncFlushes();
+ buffer_cache.PopAsyncFlushes();
+ query_cache.PopAsyncFlushes();
+ }
+
+ void CommitAsyncFlushes() {
+ texture_cache.CommitAsyncFlushes();
+ buffer_cache.CommitAsyncFlushes();
+ query_cache.CommitAsyncFlushes();
+ }
+
std::queue<TFence> fences;
};