gpu_thread.cpp 3.7 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/scope_acquire_window_context.h"
  8. #include "video_core/dma_pusher.h"
  9. #include "video_core/gpu.h"
  10. #include "video_core/gpu_thread.h"
  11. #include "video_core/renderer_base.h"
  12. namespace VideoCommon::GPUThread {
  13. /// Runs the GPU thread
  14. static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
  15. SynchState& state) {
  16. MicroProfileOnThreadCreate("GpuThread");
  17. // Wait for first GPU command before acquiring the window context
  18. while (state.queue.Empty())
  19. ;
  20. // If emulation was stopped during disk shader loading, abort before trying to acquire context
  21. if (!state.is_running) {
  22. return;
  23. }
  24. Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
  25. CommandDataContainer next;
  26. while (state.is_running) {
  27. while (!state.queue.Empty()) {
  28. state.queue.Pop(next);
  29. if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
  30. dma_pusher.Push(std::move(submit_list->entries));
  31. dma_pusher.DispatchCalls();
  32. } else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) {
  33. renderer.SwapBuffers(data->framebuffer ? &*data->framebuffer : nullptr);
  34. } else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
  35. renderer.Rasterizer().FlushRegion(data->addr, data->size);
  36. } else if (const auto data = std::get_if<InvalidateRegionCommand>(&next.data)) {
  37. renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
  38. } else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
  39. return;
  40. } else {
  41. UNREACHABLE();
  42. }
  43. state.signaled_fence.store(next.fence);
  44. }
  45. }
  46. }
  47. ThreadManager::ThreadManager(Core::System& system) : system{system} {}
  48. ThreadManager::~ThreadManager() {
  49. if (!thread.joinable()) {
  50. return;
  51. }
  52. // Notify GPU thread that a shutdown is pending
  53. PushCommand(EndProcessingCommand());
  54. thread.join();
  55. }
  56. void ThreadManager::StartThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) {
  57. thread = std::thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)};
  58. }
  59. void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
  60. PushCommand(SubmitListCommand(std::move(entries)));
  61. }
  62. void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
  63. PushCommand(SwapBuffersCommand(framebuffer ? *framebuffer
  64. : std::optional<const Tegra::FramebufferConfig>{}));
  65. }
  66. void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
  67. PushCommand(FlushRegionCommand(addr, size));
  68. }
  69. void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) {
  70. system.Renderer().Rasterizer().InvalidateRegion(addr, size);
  71. }
  72. void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
  73. // Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
  74. InvalidateRegion(addr, size);
  75. }
  76. void ThreadManager::WaitIdle() const {
  77. while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed)) {
  78. }
  79. }
  80. u64 ThreadManager::PushCommand(CommandData&& command_data) {
  81. const u64 fence{++state.last_fence};
  82. state.queue.Push(CommandDataContainer(std::move(command_data), fence));
  83. return fence;
  84. }
  85. } // namespace VideoCommon::GPUThread