gpu_thread.cpp 4.4 KB

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  1. // Copyright 2019 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include "common/assert.h"
  5. #include "common/microprofile.h"
  6. #include "core/core.h"
  7. #include "core/frontend/emu_window.h"
  8. #include "core/settings.h"
  9. #include "video_core/dma_pusher.h"
  10. #include "video_core/gpu.h"
  11. #include "video_core/gpu_thread.h"
  12. #include "video_core/renderer_base.h"
  13. namespace VideoCommon::GPUThread {
  14. /// Runs the GPU thread
  15. static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
  16. Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher,
  17. SynchState& state) {
  18. MicroProfileOnThreadCreate("GpuThread");
  19. // Wait for first GPU command before acquiring the window context
  20. while (state.queue.Empty())
  21. ;
  22. // If emulation was stopped during disk shader loading, abort before trying to acquire context
  23. if (!state.is_running) {
  24. return;
  25. }
  26. auto current_context = context.Acquire();
  27. CommandDataContainer next;
  28. while (state.is_running) {
  29. next = state.queue.PopWait();
  30. if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
  31. dma_pusher.Push(std::move(submit_list->entries));
  32. dma_pusher.DispatchCalls();
  33. } else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) {
  34. renderer.SwapBuffers(data->framebuffer ? &*data->framebuffer : nullptr);
  35. } else if (const auto data = std::get_if<OnCommandListEndCommand>(&next.data)) {
  36. renderer.Rasterizer().ReleaseFences();
  37. } else if (const auto data = std::get_if<GPUTickCommand>(&next.data)) {
  38. system.GPU().TickWork();
  39. } else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
  40. renderer.Rasterizer().FlushRegion(data->addr, data->size);
  41. } else if (const auto data = std::get_if<InvalidateRegionCommand>(&next.data)) {
  42. renderer.Rasterizer().OnCPUWrite(data->addr, data->size);
  43. } else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
  44. return;
  45. } else {
  46. UNREACHABLE();
  47. }
  48. state.signaled_fence.store(next.fence);
  49. }
  50. }
  51. ThreadManager::ThreadManager(Core::System& system) : system{system} {}
  52. ThreadManager::~ThreadManager() {
  53. if (!thread.joinable()) {
  54. return;
  55. }
  56. // Notify GPU thread that a shutdown is pending
  57. PushCommand(EndProcessingCommand());
  58. thread.join();
  59. }
  60. void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
  61. Core::Frontend::GraphicsContext& context,
  62. Tegra::DmaPusher& dma_pusher) {
  63. thread = std::thread{RunThread, std::ref(system), std::ref(renderer),
  64. std::ref(context), std::ref(dma_pusher), std::ref(state)};
  65. }
  66. void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
  67. PushCommand(SubmitListCommand(std::move(entries)));
  68. }
  69. void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
  70. PushCommand(SwapBuffersCommand(framebuffer ? std::make_optional(*framebuffer) : std::nullopt));
  71. }
  72. void ThreadManager::FlushRegion(VAddr addr, u64 size) {
  73. if (!Settings::IsGPULevelHigh()) {
  74. PushCommand(FlushRegionCommand(addr, size));
  75. return;
  76. }
  77. if (!Settings::IsGPULevelExtreme()) {
  78. return;
  79. }
  80. if (system.Renderer().Rasterizer().MustFlushRegion(addr, size)) {
  81. auto& gpu = system.GPU();
  82. u64 fence = gpu.RequestFlush(addr, size);
  83. PushCommand(GPUTickCommand());
  84. while (fence > gpu.CurrentFlushRequestFence()) {
  85. }
  86. }
  87. }
  88. void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
  89. system.Renderer().Rasterizer().OnCPUWrite(addr, size);
  90. }
  91. void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
  92. // Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
  93. system.Renderer().Rasterizer().OnCPUWrite(addr, size);
  94. }
  95. void ThreadManager::WaitIdle() const {
  96. while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed)) {
  97. }
  98. }
  99. void ThreadManager::OnCommandListEnd() {
  100. PushCommand(OnCommandListEndCommand());
  101. }
  102. u64 ThreadManager::PushCommand(CommandData&& command_data) {
  103. const u64 fence{++state.last_fence};
  104. state.queue.Push(CommandDataContainer(std::move(command_data), fence));
  105. return fence;
  106. }
  107. } // namespace VideoCommon::GPUThread