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- // 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 "common/scope_exit.h"
- #include "common/settings.h"
- #include "common/thread.h"
- #include "core/core.h"
- #include "core/frontend/emu_window.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 {
- /// Runs the GPU thread
- static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
- Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher,
- SynchState& state) {
- std::string name = "yuzu:GPU";
- MicroProfileOnThreadCreate(name.c_str());
- SCOPE_EXIT({ MicroProfileOnThreadExit(); });
- Common::SetCurrentThreadName(name.c_str());
- Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
- system.RegisterHostThread();
- // Wait for first GPU command before acquiring the window context
- state.queue.Wait();
- // If emulation was stopped during disk shader loading, abort before trying to acquire context
- if (!state.is_running) {
- return;
- }
- auto current_context = context.Acquire();
- VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
- CommandDataContainer next;
- while (state.is_running) {
- next = state.queue.PopWait();
- if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) {
- dma_pusher.Push(std::move(submit_list->entries));
- dma_pusher.DispatchCalls();
- } else if (const auto* data = std::get_if<SwapBuffersCommand>(&next.data)) {
- renderer.SwapBuffers(data->framebuffer ? &*data->framebuffer : nullptr);
- } else if (std::holds_alternative<OnCommandListEndCommand>(next.data)) {
- rasterizer->ReleaseFences();
- } else if (std::holds_alternative<GPUTickCommand>(next.data)) {
- system.GPU().TickWork();
- } else if (const auto* flush = std::get_if<FlushRegionCommand>(&next.data)) {
- rasterizer->FlushRegion(flush->addr, flush->size);
- } 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)) {
- 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();
- }
- }
- }
- ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
- : system{system_}, is_async{is_async_} {}
- ThreadManager::~ThreadManager() {
- ShutDown();
- }
- void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
- Core::Frontend::GraphicsContext& context,
- Tegra::DmaPusher& dma_pusher) {
- rasterizer = renderer.ReadRasterizer();
- thread = std::thread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
- std::ref(dma_pusher), std::ref(state));
- }
- void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
- PushCommand(SubmitListCommand(std::move(entries)));
- }
- void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
- PushCommand(SwapBuffersCommand(framebuffer ? std::make_optional(*framebuffer) : std::nullopt));
- }
- void ThreadManager::FlushRegion(VAddr addr, u64 size) {
- if (!is_async) {
- // Always flush with synchronous GPU mode
- PushCommand(FlushRegionCommand(addr, size));
- return;
- }
- if (!Settings::IsGPULevelExtreme()) {
- return;
- }
- auto& gpu = system.GPU();
- u64 fence = gpu.RequestFlush(addr, size);
- PushCommand(GPUTickCommand(), true);
- ASSERT(fence <= gpu.CurrentFlushRequestFence());
- }
- void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
- rasterizer->OnCPUWrite(addr, size);
- }
- void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
- // Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
- rasterizer->OnCPUWrite(addr, size);
- }
- 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, bool block) {
- if (!is_async) {
- // In synchronous GPU mode, block the caller until the command has executed
- 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;
- }
- } // namespace VideoCommon::GPUThread
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