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// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <atomic>
#include <chrono>
#include "core/settings.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_master_semaphore.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
using namespace std::chrono_literals;
MasterSemaphore::MasterSemaphore(const Device& device) {
static constexpr VkSemaphoreTypeCreateInfoKHR semaphore_type_ci{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO_KHR,
.pNext = nullptr,
.semaphoreType = VK_SEMAPHORE_TYPE_TIMELINE_KHR,
.initialValue = 0,
};
static constexpr VkSemaphoreCreateInfo semaphore_ci{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO,
.pNext = &semaphore_type_ci,
.flags = 0,
};
semaphore = device.GetLogical().CreateSemaphore(semaphore_ci);
if (!Settings::values.renderer_debug) {
return;
}
// Validation layers have a bug where they fail to track resource usage when using timeline
// semaphores and synchronizing with GetSemaphoreCounterValueKHR. To workaround this issue, have
// a separate thread waiting for each timeline semaphore value.
debug_thread = std::thread([this] {
u64 counter = 0;
while (!shutdown) {
if (semaphore.Wait(counter, 10'000'000)) {
++counter;
}
}
});
}
MasterSemaphore::~MasterSemaphore() {
shutdown = true;
// This thread might not be started
if (debug_thread.joinable()) {
debug_thread.join();
}
}
} // namespace Vulkan
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