// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "core/core.h" #include "core/hardware_interrupt_manager.h" #include "video_core/gpu_asynch.h" #include "video_core/gpu_thread.h" #include "video_core/renderer_base.h" namespace VideoCommon { GPUAsynch::GPUAsynch(Core::System& system, bool use_nvdec) : GPU{system, true, use_nvdec}, gpu_thread{system} {} GPUAsynch::~GPUAsynch() = default; void GPUAsynch::Start() { gpu_thread.StartThread(*renderer, renderer->Context(), *dma_pusher, *cdma_pusher); cpu_context = renderer->GetRenderWindow().CreateSharedContext(); cpu_context->MakeCurrent(); } void GPUAsynch::ObtainContext() { cpu_context->MakeCurrent(); } void GPUAsynch::ReleaseContext() { cpu_context->DoneCurrent(); } void GPUAsynch::PushGPUEntries(Tegra::CommandList&& entries) { gpu_thread.SubmitList(std::move(entries)); } void GPUAsynch::PushCommandBuffer(Tegra::ChCommandHeaderList& entries) { if (!use_nvdec) { return; } // This condition fires when a video stream ends, clear all intermediary data if (entries[0].raw == 0xDEADB33F) { cdma_pusher.reset(); return; } if (!cdma_pusher) { cdma_pusher = std::make_unique(*this); } // SubmitCommandBuffer would make the nvdec operations async, this is not currently working // TODO(ameerj): RE proper async nvdec operation // gpu_thread.SubmitCommandBuffer(std::move(entries)); cdma_pusher->Push(std::move(entries)); cdma_pusher->DispatchCalls(); } void GPUAsynch::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { gpu_thread.SwapBuffers(framebuffer); } void GPUAsynch::FlushRegion(VAddr addr, u64 size) { gpu_thread.FlushRegion(addr, size); } void GPUAsynch::InvalidateRegion(VAddr addr, u64 size) { gpu_thread.InvalidateRegion(addr, size); } void GPUAsynch::FlushAndInvalidateRegion(VAddr addr, u64 size) { gpu_thread.FlushAndInvalidateRegion(addr, size); } void GPUAsynch::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const { auto& interrupt_manager = system.InterruptManager(); interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value); } void GPUAsynch::WaitIdle() const { gpu_thread.WaitIdle(); } void GPUAsynch::OnCommandListEnd() { gpu_thread.OnCommandListEnd(); } } // namespace VideoCommon