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authorbunnei <bunneidev@gmail.com>2019-01-24 04:17:55 +0100
committerbunnei <bunneidev@gmail.com>2019-03-07 03:48:57 +0100
commit7b574f406b25c02a0e0efd8b7ec13d68ecb55497 (patch)
tree375d4637d49ffe506129ce9cb679b5902328106a /src/video_core/gpu_thread.cpp
parentbootmanager: Ensure that we have a context for shader loading. (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/gpu_thread.cpp154
1 files changed, 154 insertions, 0 deletions
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
new file mode 100644
index 000000000..22c4cca4d
--- /dev/null
+++ b/src/video_core/gpu_thread.cpp
@@ -0,0 +1,154 @@
+// 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 "core/frontend/scope_acquire_window_context.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 {
+
+/// Executes a single GPU thread command
+static void ExecuteCommand(CommandData* command, VideoCore::RendererBase& renderer,
+ Tegra::DmaPusher& dma_pusher) {
+ if (const auto submit_list = std::get_if<SubmitListCommand>(command)) {
+ dma_pusher.Push(std::move(submit_list->entries));
+ dma_pusher.DispatchCalls();
+ } else if (const auto data = std::get_if<SwapBuffersCommand>(command)) {
+ renderer.SwapBuffers(data->framebuffer);
+ } else if (const auto data = std::get_if<FlushRegionCommand>(command)) {
+ renderer.Rasterizer().FlushRegion(data->addr, data->size);
+ } else if (const auto data = std::get_if<InvalidateRegionCommand>(command)) {
+ renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
+ } else if (const auto data = std::get_if<FlushAndInvalidateRegionCommand>(command)) {
+ renderer.Rasterizer().FlushAndInvalidateRegion(data->addr, data->size);
+ } else {
+ UNREACHABLE();
+ }
+}
+
+/// Runs the GPU thread
+static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
+ SynchState& state) {
+
+ MicroProfileOnThreadCreate("GpuThread");
+
+ auto WaitForWakeup = [&]() {
+ std::unique_lock<std::mutex> lock{state.signal_mutex};
+ state.signal_condition.wait(lock, [&] { return !state.IsIdle() || !state.is_running; });
+ };
+
+ // Wait for first GPU command before acquiring the window context
+ WaitForWakeup();
+
+ // If emulation was stopped during disk shader loading, abort before trying to acquire context
+ if (!state.is_running) {
+ return;
+ }
+
+ Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
+
+ while (state.is_running) {
+ if (!state.is_running) {
+ return;
+ }
+
+ {
+ // Thread has been woken up, so make the previous write queue the next read queue
+ std::lock_guard<std::mutex> lock{state.signal_mutex};
+ std::swap(state.push_queue, state.pop_queue);
+ }
+
+ // Execute all of the GPU commands
+ while (!state.pop_queue->empty()) {
+ ExecuteCommand(&state.pop_queue->front(), renderer, dma_pusher);
+ state.pop_queue->pop();
+ }
+
+ // Signal that the GPU thread has finished processing commands
+ if (state.IsIdle()) {
+ state.idle_condition.notify_one();
+ }
+
+ // Wait for CPU thread to send more GPU commands
+ WaitForWakeup();
+ }
+}
+
+ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher)
+ : renderer{renderer}, dma_pusher{dma_pusher}, thread{RunThread, std::ref(renderer),
+ std::ref(dma_pusher), std::ref(state)},
+ thread_id{thread.get_id()} {}
+
+ThreadManager::~ThreadManager() {
+ {
+ // Notify GPU thread that a shutdown is pending
+ std::lock_guard<std::mutex> lock{state.signal_mutex};
+ state.is_running = false;
+ }
+
+ state.signal_condition.notify_one();
+ thread.join();
+}
+
+void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
+ if (entries.empty()) {
+ return;
+ }
+
+ PushCommand(SubmitListCommand(std::move(entries)), false, false);
+}
+
+void ThreadManager::SwapBuffers(
+ std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
+ PushCommand(SwapBuffersCommand(std::move(framebuffer)), true, false);
+}
+
+void ThreadManager::FlushRegion(VAddr addr, u64 size) {
+ if (Settings::values.use_accurate_gpu_emulation) {
+ PushCommand(FlushRegionCommand(addr, size), true, false);
+ }
+}
+
+void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
+ PushCommand(InvalidateRegionCommand(addr, size), true, true);
+}
+
+void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
+ if (Settings::values.use_accurate_gpu_emulation) {
+ PushCommand(FlushAndInvalidateRegionCommand(addr, size), true, false);
+ } else {
+ InvalidateRegion(addr, size);
+ }
+}
+
+void ThreadManager::PushCommand(CommandData&& command_data, bool wait_for_idle, bool allow_on_cpu) {
+ {
+ std::lock_guard<std::mutex> lock{state.signal_mutex};
+
+ if ((allow_on_cpu && state.IsIdle()) || IsGpuThread()) {
+ // Execute the command synchronously on the current thread
+ ExecuteCommand(&command_data, renderer, dma_pusher);
+ return;
+ }
+
+ // Push the command to the GPU thread
+ state.push_queue->emplace(command_data);
+ }
+
+ // Signal the GPU thread that commands are pending
+ state.signal_condition.notify_one();
+
+ if (wait_for_idle) {
+ // Wait for the GPU to be idle (all commands to be executed)
+ std::unique_lock<std::mutex> lock{state.idle_mutex};
+ state.idle_condition.wait(lock, [this] { return state.IsIdle(); });
+ }
+}
+
+} // namespace VideoCommon::GPUThread