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authorbunnei <bunneidev@gmail.com>2021-04-09 20:52:18 +0200
committerGitHub <noreply@github.com>2021-04-09 20:52:18 +0200
commitd6e5e053a6c4fe8538d4b97b8f5a1eba61e2fcac (patch)
tree71dafa020afef119e3d3b57e22ca14f4ba42d9d8 /src/video_core
parentMerge pull request #6164 from Morph1984/service-update-12.x (diff)
parentvideo_core: Use a CV for blocking commands. (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/gpu.cpp4
-rw-r--r--src/video_core/gpu.h4
-rw-r--r--src/video_core/gpu_thread.cpp62
-rw-r--r--src/video_core/gpu_thread.h15
4 files changed, 54 insertions, 31 deletions
diff --git a/src/video_core/gpu.cpp b/src/video_core/gpu.cpp
index c61f44619..009c6f574 100644
--- a/src/video_core/gpu.cpp
+++ b/src/video_core/gpu.cpp
@@ -517,8 +517,8 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
}
-void GPU::WaitIdle() const {
- gpu_thread.WaitIdle();
+void GPU::ShutDown() {
+ gpu_thread.ShutDown();
}
void GPU::OnCommandListEnd() {
diff --git a/src/video_core/gpu.h b/src/video_core/gpu.h
index b2ee45496..ecab35d3b 100644
--- a/src/video_core/gpu.h
+++ b/src/video_core/gpu.h
@@ -219,8 +219,8 @@ public:
return *shader_notify;
}
- // Waits for the GPU to finish working
- void WaitIdle() const;
+ // Stops the GPU execution and waits for the GPU to finish working
+ void ShutDown();
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
void WaitFence(u32 syncpoint_id, u32 value);
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index 99353f15f..7addfbc7b 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -29,8 +29,7 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
system.RegisterHostThread();
// Wait for first GPU command before acquiring the window context
- while (state.queue.Empty())
- ;
+ state.queue.Wait();
// If emulation was stopped during disk shader loading, abort before trying to acquire context
if (!state.is_running) {
@@ -57,11 +56,17 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
- return;
+ ASSERT(state.is_running == false);
} else {
UNREACHABLE();
}
state.signaled_fence.store(next.fence);
+ if (next.block) {
+ // We have to lock the write_lock to ensure that the condition_variable wait not get a
+ // race between the check and the lock itself.
+ std::lock_guard lk(state.write_lock);
+ state.cv.notify_all();
+ }
}
}
@@ -69,13 +74,7 @@ ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
: system{system_}, is_async{is_async_} {}
ThreadManager::~ThreadManager() {
- if (!thread.joinable()) {
- return;
- }
-
- // Notify GPU thread that a shutdown is pending
- PushCommand(EndProcessingCommand());
- thread.join();
+ ShutDown();
}
void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
@@ -112,9 +111,8 @@ void ThreadManager::FlushRegion(VAddr addr, u64 size) {
case Settings::GPUAccuracy::Extreme: {
auto& gpu = system.GPU();
u64 fence = gpu.RequestFlush(addr, size);
- PushCommand(GPUTickCommand());
- while (fence > gpu.CurrentFlushRequestFence()) {
- }
+ PushCommand(GPUTickCommand(), true);
+ ASSERT(fence <= gpu.CurrentFlushRequestFence());
break;
}
default:
@@ -131,23 +129,45 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
rasterizer->OnCPUWrite(addr, size);
}
-void ThreadManager::WaitIdle() const {
- while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
- system.IsPoweredOn()) {
+void ThreadManager::ShutDown() {
+ if (!state.is_running) {
+ return;
}
+
+ {
+ std::lock_guard lk(state.write_lock);
+ state.is_running = false;
+ state.cv.notify_all();
+ }
+
+ if (!thread.joinable()) {
+ return;
+ }
+
+ // Notify GPU thread that a shutdown is pending
+ PushCommand(EndProcessingCommand());
+ thread.join();
}
void ThreadManager::OnCommandListEnd() {
PushCommand(OnCommandListEndCommand());
}
-u64 ThreadManager::PushCommand(CommandData&& command_data) {
- const u64 fence{++state.last_fence};
- state.queue.Push(CommandDataContainer(std::move(command_data), fence));
-
+u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
if (!is_async) {
// In synchronous GPU mode, block the caller until the command has executed
- WaitIdle();
+ block = true;
+ }
+
+ std::unique_lock lk(state.write_lock);
+ const u64 fence{++state.last_fence};
+ state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
+
+ if (block) {
+ state.cv.wait(lk, [this, fence] {
+ return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
+ !state.is_running;
+ });
}
return fence;
diff --git a/src/video_core/gpu_thread.h b/src/video_core/gpu_thread.h
index 18269e51c..11a648f38 100644
--- a/src/video_core/gpu_thread.h
+++ b/src/video_core/gpu_thread.h
@@ -90,21 +90,24 @@ using CommandData =
struct CommandDataContainer {
CommandDataContainer() = default;
- explicit CommandDataContainer(CommandData&& data_, u64 next_fence_)
- : data{std::move(data_)}, fence{next_fence_} {}
+ explicit CommandDataContainer(CommandData&& data_, u64 next_fence_, bool block_)
+ : data{std::move(data_)}, fence{next_fence_}, block(block_) {}
CommandData data;
u64 fence{};
+ bool block{};
};
/// Struct used to synchronize the GPU thread
struct SynchState final {
std::atomic_bool is_running{true};
- using CommandQueue = Common::MPSCQueue<CommandDataContainer>;
+ using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
+ std::mutex write_lock;
CommandQueue queue;
u64 last_fence{};
std::atomic<u64> signaled_fence{};
+ std::condition_variable cv;
};
/// Class used to manage the GPU thread
@@ -132,14 +135,14 @@ public:
/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
void FlushAndInvalidateRegion(VAddr addr, u64 size);
- // Wait until the gpu thread is idle.
- void WaitIdle() const;
+ // Stops the GPU execution and waits for the GPU to finish working
+ void ShutDown();
void OnCommandListEnd();
private:
/// Pushes a command to be executed by the GPU thread
- u64 PushCommand(CommandData&& command_data);
+ u64 PushCommand(CommandData&& command_data, bool block = false);
Core::System& system;
const bool is_async;