1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
|
// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <algorithm>
#include <queue>
#include "common/common_types.h"
#include "core/core.h"
#include "video_core/gpu.h"
#include "video_core/memory_manager.h"
#include "video_core/rasterizer_interface.h"
namespace VideoCommon {
class FenceBase {
public:
explicit FenceBase(u32 payload_, bool is_stubbed_)
: address{}, payload{payload_}, is_semaphore{false}, is_stubbed{is_stubbed_} {}
explicit 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() {
while (!fences.empty()) {
TFence& current_fence = fences.front();
if (ShouldWait()) {
WaitFence(current_fence);
}
PopAsyncFlushes();
if (current_fence->IsSemaphore()) {
gpu_memory.template Write<u32>(current_fence->GetAddress(),
current_fence->GetPayload());
} else {
gpu.IncrementSyncPoint(current_fence->GetPayload());
}
fences.pop();
}
}
protected:
explicit FenceManager(VideoCore::RasterizerInterface& rasterizer_, Tegra::GPU& gpu_,
TTextureCache& texture_cache_, TTBufferCache& buffer_cache_,
TQueryCache& query_cache_)
: rasterizer{rasterizer_}, gpu{gpu_}, gpu_memory{gpu.MemoryManager()},
texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, query_cache{query_cache_} {}
virtual ~FenceManager() = default;
/// 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;
VideoCore::RasterizerInterface& rasterizer;
Tegra::GPU& gpu;
Tegra::MemoryManager& gpu_memory;
TTextureCache& texture_cache;
TTBufferCache& buffer_cache;
TQueryCache& query_cache;
private:
void TryReleasePendingFences() {
while (!fences.empty()) {
TFence& current_fence = fences.front();
if (ShouldWait() && !IsFenceSignaled(current_fence)) {
return;
}
PopAsyncFlushes();
if (current_fence->IsSemaphore()) {
gpu_memory.template 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
|