mirror of
https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-19 11:37:33 +01:00
155 lines
5.3 KiB
C++
155 lines
5.3 KiB
C++
|
// Copyright 2019 yuzu Emulator Project
|
||
|
// Licensed under GPLv2 or any later version
|
||
|
// Refer to the license.txt file included.
|
||
|
|
||
|
#include "common/assert.h"
|
||
|
#include "common/microprofile.h"
|
||
|
#include "core/frontend/scope_acquire_window_context.h"
|
||
|
#include "core/settings.h"
|
||
|
#include "video_core/dma_pusher.h"
|
||
|
#include "video_core/gpu.h"
|
||
|
#include "video_core/gpu_thread.h"
|
||
|
#include "video_core/renderer_base.h"
|
||
|
|
||
|
namespace VideoCommon::GPUThread {
|
||
|
|
||
|
/// Executes a single GPU thread command
|
||
|
static void ExecuteCommand(CommandData* command, VideoCore::RendererBase& renderer,
|
||
|
Tegra::DmaPusher& dma_pusher) {
|
||
|
if (const auto submit_list = std::get_if<SubmitListCommand>(command)) {
|
||
|
dma_pusher.Push(std::move(submit_list->entries));
|
||
|
dma_pusher.DispatchCalls();
|
||
|
} else if (const auto data = std::get_if<SwapBuffersCommand>(command)) {
|
||
|
renderer.SwapBuffers(data->framebuffer);
|
||
|
} else if (const auto data = std::get_if<FlushRegionCommand>(command)) {
|
||
|
renderer.Rasterizer().FlushRegion(data->addr, data->size);
|
||
|
} else if (const auto data = std::get_if<InvalidateRegionCommand>(command)) {
|
||
|
renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
|
||
|
} else if (const auto data = std::get_if<FlushAndInvalidateRegionCommand>(command)) {
|
||
|
renderer.Rasterizer().FlushAndInvalidateRegion(data->addr, data->size);
|
||
|
} else {
|
||
|
UNREACHABLE();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// Runs the GPU thread
|
||
|
static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
|
||
|
SynchState& state) {
|
||
|
|
||
|
MicroProfileOnThreadCreate("GpuThread");
|
||
|
|
||
|
auto WaitForWakeup = [&]() {
|
||
|
std::unique_lock<std::mutex> lock{state.signal_mutex};
|
||
|
state.signal_condition.wait(lock, [&] { return !state.IsIdle() || !state.is_running; });
|
||
|
};
|
||
|
|
||
|
// Wait for first GPU command before acquiring the window context
|
||
|
WaitForWakeup();
|
||
|
|
||
|
// If emulation was stopped during disk shader loading, abort before trying to acquire context
|
||
|
if (!state.is_running) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
|
||
|
|
||
|
while (state.is_running) {
|
||
|
if (!state.is_running) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
{
|
||
|
// Thread has been woken up, so make the previous write queue the next read queue
|
||
|
std::lock_guard<std::mutex> lock{state.signal_mutex};
|
||
|
std::swap(state.push_queue, state.pop_queue);
|
||
|
}
|
||
|
|
||
|
// Execute all of the GPU commands
|
||
|
while (!state.pop_queue->empty()) {
|
||
|
ExecuteCommand(&state.pop_queue->front(), renderer, dma_pusher);
|
||
|
state.pop_queue->pop();
|
||
|
}
|
||
|
|
||
|
// Signal that the GPU thread has finished processing commands
|
||
|
if (state.IsIdle()) {
|
||
|
state.idle_condition.notify_one();
|
||
|
}
|
||
|
|
||
|
// Wait for CPU thread to send more GPU commands
|
||
|
WaitForWakeup();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher)
|
||
|
: renderer{renderer}, dma_pusher{dma_pusher}, thread{RunThread, std::ref(renderer),
|
||
|
std::ref(dma_pusher), std::ref(state)},
|
||
|
thread_id{thread.get_id()} {}
|
||
|
|
||
|
ThreadManager::~ThreadManager() {
|
||
|
{
|
||
|
// Notify GPU thread that a shutdown is pending
|
||
|
std::lock_guard<std::mutex> lock{state.signal_mutex};
|
||
|
state.is_running = false;
|
||
|
}
|
||
|
|
||
|
state.signal_condition.notify_one();
|
||
|
thread.join();
|
||
|
}
|
||
|
|
||
|
void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
|
||
|
if (entries.empty()) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PushCommand(SubmitListCommand(std::move(entries)), false, false);
|
||
|
}
|
||
|
|
||
|
void ThreadManager::SwapBuffers(
|
||
|
std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
|
||
|
PushCommand(SwapBuffersCommand(std::move(framebuffer)), true, false);
|
||
|
}
|
||
|
|
||
|
void ThreadManager::FlushRegion(VAddr addr, u64 size) {
|
||
|
if (Settings::values.use_accurate_gpu_emulation) {
|
||
|
PushCommand(FlushRegionCommand(addr, size), true, false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
|
||
|
PushCommand(InvalidateRegionCommand(addr, size), true, true);
|
||
|
}
|
||
|
|
||
|
void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
|
||
|
if (Settings::values.use_accurate_gpu_emulation) {
|
||
|
PushCommand(FlushAndInvalidateRegionCommand(addr, size), true, false);
|
||
|
} else {
|
||
|
InvalidateRegion(addr, size);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ThreadManager::PushCommand(CommandData&& command_data, bool wait_for_idle, bool allow_on_cpu) {
|
||
|
{
|
||
|
std::lock_guard<std::mutex> lock{state.signal_mutex};
|
||
|
|
||
|
if ((allow_on_cpu && state.IsIdle()) || IsGpuThread()) {
|
||
|
// Execute the command synchronously on the current thread
|
||
|
ExecuteCommand(&command_data, renderer, dma_pusher);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Push the command to the GPU thread
|
||
|
state.push_queue->emplace(command_data);
|
||
|
}
|
||
|
|
||
|
// Signal the GPU thread that commands are pending
|
||
|
state.signal_condition.notify_one();
|
||
|
|
||
|
if (wait_for_idle) {
|
||
|
// Wait for the GPU to be idle (all commands to be executed)
|
||
|
std::unique_lock<std::mutex> lock{state.idle_mutex};
|
||
|
state.idle_condition.wait(lock, [this] { return state.IsIdle(); });
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} // namespace VideoCommon::GPUThread
|