| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162 |
- // 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/thread.h"
- #include "core/core.h"
- #include "core/frontend/emu_window.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 {
- /// Runs the GPU thread
- static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
- Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher,
- SynchState& state, Tegra::CDmaPusher& cdma_pusher) {
- 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
- while (state.queue.Empty())
- ;
- // If emulation was stopped during disk shader loading, abort before trying to acquire context
- if (!state.is_running) {
- return;
- }
- auto current_context = context.Acquire();
- 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 (auto* command_list = std::get_if<SubmitChCommandEntries>(&next.data)) {
- // NVDEC
- cdma_pusher.Push(std::move(command_list->entries));
- cdma_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)) {
- renderer.Rasterizer().ReleaseFences();
- } else if (std::holds_alternative<GPUTickCommand>(next.data)) {
- system.GPU().TickWork();
- } else if (const auto* flush = std::get_if<FlushRegionCommand>(&next.data)) {
- renderer.Rasterizer().FlushRegion(flush->addr, flush->size);
- } else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
- renderer.Rasterizer().OnCPUWrite(invalidate->addr, invalidate->size);
- } else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
- return;
- } else {
- UNREACHABLE();
- }
- state.signaled_fence.store(next.fence);
- }
- }
- ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
- : system{system_}, is_async{is_async_} {}
- ThreadManager::~ThreadManager() {
- if (!thread.joinable()) {
- return;
- }
- // Notify GPU thread that a shutdown is pending
- PushCommand(EndProcessingCommand());
- thread.join();
- }
- void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
- Core::Frontend::GraphicsContext& context,
- Tegra::DmaPusher& dma_pusher, Tegra::CDmaPusher& cdma_pusher) {
- thread = std::thread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
- std::ref(dma_pusher), std::ref(state), std::ref(cdma_pusher));
- }
- void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
- PushCommand(SubmitListCommand(std::move(entries)));
- }
- void ThreadManager::SubmitCommandBuffer(Tegra::ChCommandHeaderList&& entries) {
- PushCommand(SubmitChCommandEntries(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;
- }
- // Asynchronous GPU mode
- switch (Settings::values.gpu_accuracy.GetValue()) {
- case Settings::GPUAccuracy::Normal:
- PushCommand(FlushRegionCommand(addr, size));
- break;
- case Settings::GPUAccuracy::High:
- // TODO(bunnei): Is this right? Preserving existing behavior for now
- break;
- case Settings::GPUAccuracy::Extreme: {
- auto& gpu = system.GPU();
- u64 fence = gpu.RequestFlush(addr, size);
- PushCommand(GPUTickCommand());
- while (fence > gpu.CurrentFlushRequestFence()) {
- }
- break;
- }
- default:
- UNIMPLEMENTED_MSG("Unsupported gpu_accuracy {}", Settings::values.gpu_accuracy.GetValue());
- }
- }
- void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
- system.Renderer().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
- system.Renderer().Rasterizer().OnCPUWrite(addr, size);
- }
- void ThreadManager::WaitIdle() const {
- while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
- system.IsPoweredOn()) {
- }
- }
- void ThreadManager::OnCommandListEnd() {
- PushCommand(OnCommandListEndCommand());
- }
- u64 ThreadManager::PushCommand(CommandData&& command_data) {
- const u64 fence{++state.last_fence};
- state.queue.Push(CommandDataContainer(std::move(command_data), fence));
- if (!is_async) {
- // In synchronous GPU mode, block the caller until the command has executed
- WaitIdle();
- }
- return fence;
- }
- } // namespace VideoCommon::GPUThread
|