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-rw-r--r--src/video_core/fence_manager.h170
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diff --git a/src/video_core/fence_manager.h b/src/video_core/fence_manager.h
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+// Copyright 2020 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <algorithm>
+#include <array>
+#include <memory>
+#include <queue>
+
+#include "common/assert.h"
+#include "common/common_types.h"
+#include "core/core.h"
+#include "core/memory.h"
+#include "core/settings.h"
+#include "video_core/gpu.h"
+#include "video_core/memory_manager.h"
+#include "video_core/rasterizer_interface.h"
+
+namespace VideoCommon {
+
+class FenceBase {
+public:
+ FenceBase(u32 payload, bool is_stubbed)
+ : address{}, payload{payload}, is_semaphore{false}, is_stubbed{is_stubbed} {}
+
+ FenceBase(GPUVAddr address, u32 payload, bool is_stubbed)
+ : address{address}, payload{payload}, is_semaphore{true}, is_stubbed{is_stubbed} {}
+
+ GPUVAddr GetAddress() const {
+ return address;
+ }
+
+ u32 GetPayload() const {
+ return payload;
+ }
+
+ bool IsSemaphore() const {
+ return is_semaphore;
+ }
+
+private:
+ GPUVAddr address;
+ u32 payload;
+ bool is_semaphore;
+
+protected:
+ bool is_stubbed;
+};
+
+template <typename TFence, typename TTextureCache, typename TTBufferCache, typename TQueryCache>
+class FenceManager {
+public:
+ void SignalSemaphore(GPUVAddr addr, u32 value) {
+ TryReleasePendingFences();
+ const bool should_flush = ShouldFlush();
+ CommitAsyncFlushes();
+ TFence new_fence = CreateFence(addr, value, !should_flush);
+ fences.push(new_fence);
+ QueueFence(new_fence);
+ if (should_flush) {
+ rasterizer.FlushCommands();
+ }
+ rasterizer.SyncGuestHost();
+ }
+
+ void SignalSyncPoint(u32 value) {
+ TryReleasePendingFences();
+ const bool should_flush = ShouldFlush();
+ CommitAsyncFlushes();
+ TFence new_fence = CreateFence(value, !should_flush);
+ fences.push(new_fence);
+ QueueFence(new_fence);
+ if (should_flush) {
+ rasterizer.FlushCommands();
+ }
+ rasterizer.SyncGuestHost();
+ }
+
+ void WaitPendingFences() {
+ auto& gpu{system.GPU()};
+ auto& memory_manager{gpu.MemoryManager()};
+ while (!fences.empty()) {
+ TFence& current_fence = fences.front();
+ if (ShouldWait()) {
+ WaitFence(current_fence);
+ }
+ PopAsyncFlushes();
+ if (current_fence->IsSemaphore()) {
+ memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
+ } else {
+ gpu.IncrementSyncPoint(current_fence->GetPayload());
+ }
+ fences.pop();
+ }
+ }
+
+protected:
+ FenceManager(Core::System& system, VideoCore::RasterizerInterface& rasterizer,
+ TTextureCache& texture_cache, TTBufferCache& buffer_cache,
+ TQueryCache& query_cache)
+ : 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;
+ /// 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;
+ VideoCore::RasterizerInterface& rasterizer;
+ TTextureCache& texture_cache;
+ TTBufferCache& buffer_cache;
+ TQueryCache& query_cache;
+
+private:
+ void TryReleasePendingFences() {
+ auto& gpu{system.GPU()};
+ auto& memory_manager{gpu.MemoryManager()};
+ while (!fences.empty()) {
+ TFence& current_fence = fences.front();
+ if (ShouldWait() && !IsFenceSignaled(current_fence)) {
+ return;
+ }
+ PopAsyncFlushes();
+ if (current_fence->IsSemaphore()) {
+ memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
+ } else {
+ gpu.IncrementSyncPoint(current_fence->GetPayload());
+ }
+ fences.pop();
+ }
+ }
+
+ 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;
+};
+
+} // namespace VideoCommon