mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-02 16:50:58 +01:00
06dd0ba3b4
This was causing a race condition where the "absurdly large aux buffer" panic alert would be triggered in the last bit of fifo processing on the CPU thread in deterministic mode (i.e. netplay). SyncGPU is supposed to move the auxiliary queue data to the beginning of the containing buffer so we don't have to deal with wraparound; if GpuRunningState is false, however, it just returns, because it's set to false by another thread - thus it doesn't know whether RunGpuLoop is still executing (in which case it can't just reset the pointers, because it may still be using the buffer) or not (in which case the condition variable it normally waits for to avoid the previous problem will never be signaled). However, SyncGPU's caller PushFifoAuxBuffer wasn't aware of this, so if the buffer was filling at just the right time, it'd stay full and that function would complain that it was about to overflow it. Similar problem with ReadDataFromFifoOnCPU afaik. Fix this by returning early from those as well; other callers of SyncGPU should be safe. A *slightly* cleaner alternative would be giving the CPU thread a way to tell when RunGpuLoop has actually exited, but whatever, this works.
509 lines
15 KiB
C++
509 lines
15 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/Atomic.h"
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#include "Common/ChunkFile.h"
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#include "Common/CPUDetect.h"
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#include "Common/Event.h"
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#include "Common/FPURoundMode.h"
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#include "Common/MemoryUtil.h"
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#include "Common/Thread.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/NetPlayProto.h"
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#include "Core/HW/Memmap.h"
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#include "VideoCommon/AsyncRequests.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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bool g_bSkipCurrentFrame = false;
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static volatile bool GpuRunningState = false;
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static volatile bool EmuRunningState = false;
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// Most of this array is unlikely to be faulted in...
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static u8 s_fifo_aux_data[FIFO_SIZE];
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static u8* s_fifo_aux_write_ptr;
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static u8* s_fifo_aux_read_ptr;
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bool g_use_deterministic_gpu_thread;
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// STATE_TO_SAVE
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static std::mutex s_video_buffer_lock;
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static std::condition_variable s_video_buffer_cond;
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static u8* s_video_buffer;
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static u8* s_video_buffer_read_ptr;
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static std::atomic<u8*> s_video_buffer_write_ptr;
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static std::atomic<u8*> s_video_buffer_seen_ptr;
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static u8* s_video_buffer_pp_read_ptr;
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// The read_ptr is always owned by the GPU thread. In normal mode, so is the
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// write_ptr, despite it being atomic. In g_use_deterministic_gpu_thread mode,
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// things get a bit more complicated:
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// - The seen_ptr is written by the GPU thread, and points to what it's already
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// processed as much of as possible - in the case of a partial command which
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// caused it to stop, not the same as the read ptr. It's written by the GPU,
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// under the lock, and updating the cond.
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// - The write_ptr is written by the CPU thread after it copies data from the
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// FIFO. Maybe someday it will be under the lock. For now, because RunGpuLoop
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// polls, it's just atomic.
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// - The pp_read_ptr is the CPU preprocessing version of the read_ptr.
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static Common::Flag s_gpu_is_running; // If this one is set, the gpu loop will be called at least once again
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static Common::Event s_gpu_new_work_event;
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static Common::Flag s_gpu_is_pending; // If this one is set, there might still be work to do
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static Common::Event s_gpu_done_event;
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void Fifo_DoState(PointerWrap &p)
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{
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p.DoArray(s_video_buffer, FIFO_SIZE);
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u8* write_ptr = s_video_buffer_write_ptr;
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p.DoPointer(write_ptr, s_video_buffer);
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s_video_buffer_write_ptr = write_ptr;
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p.DoPointer(s_video_buffer_read_ptr, s_video_buffer);
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if (p.mode == PointerWrap::MODE_READ && g_use_deterministic_gpu_thread)
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{
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// We're good and paused, right?
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s_video_buffer_seen_ptr = s_video_buffer_pp_read_ptr = s_video_buffer_read_ptr;
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}
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p.Do(g_bSkipCurrentFrame);
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}
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void Fifo_PauseAndLock(bool doLock, bool unpauseOnUnlock)
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{
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if (doLock)
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{
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SyncGPU(SYNC_GPU_OTHER);
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EmulatorState(false);
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FlushGpu();
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}
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else
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{
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if (unpauseOnUnlock)
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EmulatorState(true);
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}
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}
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void Fifo_Init()
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{
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// Padded so that SIMD overreads in the vertex loader are safe
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s_video_buffer = (u8*)AllocateMemoryPages(FIFO_SIZE + 4);
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ResetVideoBuffer();
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GpuRunningState = false;
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Common::AtomicStore(CommandProcessor::VITicks, CommandProcessor::m_cpClockOrigin);
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}
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void Fifo_Shutdown()
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{
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if (GpuRunningState)
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PanicAlert("Fifo shutting down while active");
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FreeMemoryPages(s_video_buffer, FIFO_SIZE + 4);
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s_video_buffer = nullptr;
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s_video_buffer_write_ptr = nullptr;
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s_video_buffer_pp_read_ptr = nullptr;
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s_video_buffer_read_ptr = nullptr;
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s_video_buffer_seen_ptr = nullptr;
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s_fifo_aux_write_ptr = nullptr;
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s_fifo_aux_read_ptr = nullptr;
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}
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void Fifo_SetRendering(bool enabled)
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{
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g_bSkipCurrentFrame = !enabled;
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}
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// May be executed from any thread, even the graphics thread.
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// Created to allow for self shutdown.
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void ExitGpuLoop()
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{
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// This should break the wait loop in CPU thread
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CommandProcessor::fifo.bFF_GPReadEnable = false;
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FlushGpu();
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// Terminate GPU thread loop
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GpuRunningState = false;
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EmuRunningState = true;
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s_gpu_new_work_event.Set();
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}
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void EmulatorState(bool running)
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{
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EmuRunningState = running;
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s_gpu_new_work_event.Set();
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}
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void SyncGPU(SyncGPUReason reason, bool may_move_read_ptr)
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{
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if (g_use_deterministic_gpu_thread)
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{
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std::unique_lock<std::mutex> lk(s_video_buffer_lock);
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u8* write_ptr = s_video_buffer_write_ptr;
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s_video_buffer_cond.wait(lk, [&]() {
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return !GpuRunningState || s_video_buffer_seen_ptr == write_ptr;
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});
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if (!GpuRunningState)
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return;
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// Opportunistically reset FIFOs so we don't wrap around.
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if (may_move_read_ptr && s_fifo_aux_write_ptr != s_fifo_aux_read_ptr)
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PanicAlert("aux fifo not synced (%p, %p)", s_fifo_aux_write_ptr, s_fifo_aux_read_ptr);
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memmove(s_fifo_aux_data, s_fifo_aux_read_ptr, s_fifo_aux_write_ptr - s_fifo_aux_read_ptr);
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s_fifo_aux_write_ptr -= (s_fifo_aux_read_ptr - s_fifo_aux_data);
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s_fifo_aux_read_ptr = s_fifo_aux_data;
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if (may_move_read_ptr)
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{
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// what's left over in the buffer
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size_t size = write_ptr - s_video_buffer_pp_read_ptr;
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memmove(s_video_buffer, s_video_buffer_pp_read_ptr, size);
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// This change always decreases the pointers. We write seen_ptr
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// after write_ptr here, and read it before in RunGpuLoop, so
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// 'write_ptr > seen_ptr' there cannot become spuriously true.
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s_video_buffer_write_ptr = write_ptr = s_video_buffer + size;
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s_video_buffer_pp_read_ptr = s_video_buffer;
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s_video_buffer_read_ptr = s_video_buffer;
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s_video_buffer_seen_ptr = write_ptr;
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}
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}
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}
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void PushFifoAuxBuffer(void* ptr, size_t size)
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{
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if (size > (size_t) (s_fifo_aux_data + FIFO_SIZE - s_fifo_aux_write_ptr))
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{
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SyncGPU(SYNC_GPU_AUX_SPACE, /* may_move_read_ptr */ false);
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if (!GpuRunningState)
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{
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// GPU is shutting down
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return;
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}
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if (size > (size_t) (s_fifo_aux_data + FIFO_SIZE - s_fifo_aux_write_ptr))
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{
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// That will sync us up to the last 32 bytes, so this short region
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// of FIFO would have to point to a 2MB display list or something.
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PanicAlert("absurdly large aux buffer");
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return;
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}
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}
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memcpy(s_fifo_aux_write_ptr, ptr, size);
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s_fifo_aux_write_ptr += size;
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}
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void* PopFifoAuxBuffer(size_t size)
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{
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void* ret = s_fifo_aux_read_ptr;
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s_fifo_aux_read_ptr += size;
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return ret;
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}
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// Description: RunGpuLoop() sends data through this function.
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static void ReadDataFromFifo(u32 readPtr)
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{
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size_t len = 32;
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if (len > (size_t)(s_video_buffer + FIFO_SIZE - s_video_buffer_write_ptr))
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{
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size_t existing_len = s_video_buffer_write_ptr - s_video_buffer_read_ptr;
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if (len > (size_t)(FIFO_SIZE - existing_len))
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{
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PanicAlert("FIFO out of bounds (existing %lu + new %lu > %lu)", (unsigned long) existing_len, (unsigned long) len, (unsigned long) FIFO_SIZE);
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return;
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}
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memmove(s_video_buffer, s_video_buffer_read_ptr, existing_len);
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s_video_buffer_write_ptr = s_video_buffer + existing_len;
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s_video_buffer_read_ptr = s_video_buffer;
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}
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// Copy new video instructions to s_video_buffer for future use in rendering the new picture
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Memory::CopyFromEmu(s_video_buffer_write_ptr, readPtr, len);
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s_video_buffer_write_ptr += len;
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}
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// The deterministic_gpu_thread version.
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static void ReadDataFromFifoOnCPU(u32 readPtr)
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{
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size_t len = 32;
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u8 *write_ptr = s_video_buffer_write_ptr;
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if (len > (size_t)(s_video_buffer + FIFO_SIZE - write_ptr))
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{
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// We can't wrap around while the GPU is working on the data.
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// This should be very rare due to the reset in SyncGPU.
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SyncGPU(SYNC_GPU_WRAPAROUND);
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if (!GpuRunningState)
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{
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// GPU is shutting down
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return;
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}
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if (s_video_buffer_pp_read_ptr != s_video_buffer_read_ptr)
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{
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PanicAlert("desynced read pointers");
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return;
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}
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write_ptr = s_video_buffer_write_ptr;
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size_t existing_len = write_ptr - s_video_buffer_pp_read_ptr;
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if (len > (size_t)(FIFO_SIZE - existing_len))
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{
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PanicAlert("FIFO out of bounds (existing %lu + new %lu > %lu)", (unsigned long) existing_len, (unsigned long) len, (unsigned long) FIFO_SIZE);
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return;
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}
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}
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Memory::CopyFromEmu(s_video_buffer_write_ptr, readPtr, len);
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s_video_buffer_pp_read_ptr = OpcodeDecoder_Run<true>(DataReader(s_video_buffer_pp_read_ptr, write_ptr + len), nullptr, false);
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// This would have to be locked if the GPU thread didn't spin.
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s_video_buffer_write_ptr = write_ptr + len;
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}
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void ResetVideoBuffer()
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{
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s_video_buffer_read_ptr = s_video_buffer;
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s_video_buffer_write_ptr = s_video_buffer;
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s_video_buffer_seen_ptr = s_video_buffer;
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s_video_buffer_pp_read_ptr = s_video_buffer;
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s_fifo_aux_write_ptr = s_fifo_aux_data;
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s_fifo_aux_read_ptr = s_fifo_aux_data;
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}
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// Description: Main FIFO update loop
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// Purpose: Keep the Core HW updated about the CPU-GPU distance
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void RunGpuLoop()
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{
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GpuRunningState = true;
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SCPFifoStruct &fifo = CommandProcessor::fifo;
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u32 cyclesExecuted = 0;
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AsyncRequests::GetInstance()->SetEnable(true);
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AsyncRequests::GetInstance()->SetPassthrough(false);
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while (GpuRunningState)
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{
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g_video_backend->PeekMessages();
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if (g_use_deterministic_gpu_thread && EmuRunningState)
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{
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AsyncRequests::GetInstance()->PullEvents();
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// All the fifo/CP stuff is on the CPU. We just need to run the opcode decoder.
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u8* seen_ptr = s_video_buffer_seen_ptr;
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u8* write_ptr = s_video_buffer_write_ptr;
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// See comment in SyncGPU
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if (write_ptr > seen_ptr)
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{
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s_video_buffer_read_ptr = OpcodeDecoder_Run(DataReader(s_video_buffer_read_ptr, write_ptr), nullptr, false);
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{
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std::lock_guard<std::mutex> vblk(s_video_buffer_lock);
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s_video_buffer_seen_ptr = write_ptr;
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s_video_buffer_cond.notify_all();
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}
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}
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}
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else if (EmuRunningState)
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{
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AsyncRequests::GetInstance()->PullEvents();
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CommandProcessor::SetCPStatusFromGPU();
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if (!fifo.isGpuReadingData)
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{
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Common::AtomicStore(CommandProcessor::VITicks, CommandProcessor::m_cpClockOrigin);
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}
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bool run_loop = true;
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// check if we are able to run this buffer
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while (run_loop && !CommandProcessor::interruptWaiting && fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint())
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{
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fifo.isGpuReadingData = true;
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPU || Common::AtomicLoad(CommandProcessor::VITicks) > CommandProcessor::m_cpClockOrigin)
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{
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u32 readPtr = fifo.CPReadPointer;
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ReadDataFromFifo(readPtr);
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if (readPtr == fifo.CPEnd)
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readPtr = fifo.CPBase;
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else
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readPtr += 32;
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_assert_msg_(COMMANDPROCESSOR, (s32)fifo.CPReadWriteDistance - 32 >= 0 ,
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"Negative fifo.CPReadWriteDistance = %i in FIFO Loop !\nThat can produce instability in the game. Please report it.", fifo.CPReadWriteDistance - 32);
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u8* write_ptr = s_video_buffer_write_ptr;
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s_video_buffer_read_ptr = OpcodeDecoder_Run(DataReader(s_video_buffer_read_ptr, write_ptr), &cyclesExecuted, false);
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPU && Common::AtomicLoad(CommandProcessor::VITicks) >= cyclesExecuted)
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Common::AtomicAdd(CommandProcessor::VITicks, -(s32)cyclesExecuted);
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Common::AtomicStore(fifo.CPReadPointer, readPtr);
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Common::AtomicAdd(fifo.CPReadWriteDistance, -32);
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if ((write_ptr - s_video_buffer_read_ptr) == 0)
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Common::AtomicStore(fifo.SafeCPReadPointer, fifo.CPReadPointer);
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}
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else
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{
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run_loop = false;
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}
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CommandProcessor::SetCPStatusFromGPU();
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// This call is pretty important in DualCore mode and must be called in the FIFO Loop.
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// If we don't, s_swapRequested or s_efbAccessRequested won't be set to false
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// leading the CPU thread to wait in Video_BeginField or Video_AccessEFB thus slowing things down.
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AsyncRequests::GetInstance()->PullEvents();
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}
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// don't release the GPU running state on sync GPU waits
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fifo.isGpuReadingData = !run_loop;
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}
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s_gpu_is_pending.Clear();
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s_gpu_done_event.Set();
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if (s_gpu_is_running.IsSet())
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{
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if (CommandProcessor::s_gpuMaySleep.IsSet())
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{
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// Reset the atomic flag. But as the CPU thread might have pushed some new data, we have to rerun the GPU loop
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s_gpu_is_pending.Set();
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s_gpu_is_running.Clear();
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CommandProcessor::s_gpuMaySleep.Clear();
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}
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}
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else
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{
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s_gpu_new_work_event.WaitFor(std::chrono::milliseconds(100));
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}
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}
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// wake up SyncGPU if we were interrupted
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s_video_buffer_cond.notify_all();
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AsyncRequests::GetInstance()->SetEnable(false);
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AsyncRequests::GetInstance()->SetPassthrough(true);
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}
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void FlushGpu()
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{
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread || g_use_deterministic_gpu_thread)
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return;
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while (s_gpu_is_running.IsSet() || s_gpu_is_pending.IsSet())
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{
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CommandProcessor::s_gpuMaySleep.Set();
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s_gpu_done_event.Wait();
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}
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}
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bool AtBreakpoint()
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{
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SCPFifoStruct &fifo = CommandProcessor::fifo;
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return fifo.bFF_BPEnable && (fifo.CPReadPointer == fifo.CPBreakpoint);
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}
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void RunGpu()
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{
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SCPFifoStruct &fifo = CommandProcessor::fifo;
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// execute GPU
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread || g_use_deterministic_gpu_thread)
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{
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bool reset_simd_state = false;
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while (fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint() )
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{
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if (g_use_deterministic_gpu_thread)
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{
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ReadDataFromFifoOnCPU(fifo.CPReadPointer);
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}
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else
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{
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if (!reset_simd_state)
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{
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FPURoundMode::SaveSIMDState();
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FPURoundMode::LoadDefaultSIMDState();
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reset_simd_state = true;
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}
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ReadDataFromFifo(fifo.CPReadPointer);
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s_video_buffer_read_ptr = OpcodeDecoder_Run(DataReader(s_video_buffer_read_ptr, s_video_buffer_write_ptr), nullptr, false);
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}
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//DEBUG_LOG(COMMANDPROCESSOR, "Fifo wraps to base");
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if (fifo.CPReadPointer == fifo.CPEnd)
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fifo.CPReadPointer = fifo.CPBase;
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else
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fifo.CPReadPointer += 32;
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fifo.CPReadWriteDistance -= 32;
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}
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CommandProcessor::SetCPStatusFromGPU();
|
|
|
|
if (reset_simd_state)
|
|
{
|
|
FPURoundMode::LoadSIMDState();
|
|
}
|
|
}
|
|
|
|
// wake up GPU thread
|
|
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread && !s_gpu_is_running.IsSet())
|
|
{
|
|
s_gpu_is_pending.Set();
|
|
s_gpu_is_running.Set();
|
|
s_gpu_new_work_event.Set();
|
|
}
|
|
}
|
|
|
|
void Fifo_UpdateWantDeterminism(bool want)
|
|
{
|
|
// We are paused (or not running at all yet), so
|
|
// it should be safe to change this.
|
|
const SCoreStartupParameter& param = SConfig::GetInstance().m_LocalCoreStartupParameter;
|
|
bool gpu_thread = false;
|
|
switch (param.m_GPUDeterminismMode)
|
|
{
|
|
case GPU_DETERMINISM_AUTO:
|
|
gpu_thread = want;
|
|
|
|
// Hack: For now movies are an exception to this being on (but not
|
|
// to wanting determinism in general). Once vertex arrays are
|
|
// fixed, there should be no reason to want this off for movies by
|
|
// default, so this can be removed.
|
|
if (!NetPlay::IsNetPlayRunning())
|
|
gpu_thread = false;
|
|
|
|
break;
|
|
case GPU_DETERMINISM_NONE:
|
|
gpu_thread = false;
|
|
break;
|
|
case GPU_DETERMINISM_FAKE_COMPLETION:
|
|
gpu_thread = true;
|
|
break;
|
|
}
|
|
|
|
gpu_thread = gpu_thread && SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread;
|
|
|
|
if (g_use_deterministic_gpu_thread != gpu_thread)
|
|
{
|
|
g_use_deterministic_gpu_thread = gpu_thread;
|
|
if (gpu_thread)
|
|
{
|
|
// These haven't been updated in non-deterministic mode.
|
|
s_video_buffer_seen_ptr = s_video_buffer_pp_read_ptr = s_video_buffer_read_ptr;
|
|
CopyPreprocessCPStateFromMain();
|
|
VertexLoaderManager::MarkAllDirty();
|
|
}
|
|
}
|
|
}
|