// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "core/core.h" #include "core/hardware_interrupt_manager.h" #include "video_core/gpu_asynch.h" #include "video_core/gpu_thread.h" #include "video_core/renderer_base.h" namespace VideoCommon { GPUAsynch::GPUAsynch(Core::System& system, VideoCore::RendererBase& renderer) : GPU(system, renderer, true), gpu_thread{system} {} GPUAsynch::~GPUAsynch() = default; void GPUAsynch::Start() { gpu_thread.StartThread(renderer, *dma_pusher); } void GPUAsynch::PushGPUEntries(Tegra::CommandList&& entries) { gpu_thread.SubmitList(std::move(entries)); } void GPUAsynch::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { gpu_thread.SwapBuffers(framebuffer); } void GPUAsynch::FlushRegion(CacheAddr addr, u64 size) { gpu_thread.FlushRegion(addr, size); } void GPUAsynch::InvalidateRegion(CacheAddr addr, u64 size) { gpu_thread.InvalidateRegion(addr, size); } void GPUAsynch::FlushAndInvalidateRegion(CacheAddr addr, u64 size) { gpu_thread.FlushAndInvalidateRegion(addr, size); } void GPUAsynch::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const { auto& interrupt_manager = system.InterruptManager(); interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value); } void GPUAsynch::WaitIdle() const { gpu_thread.WaitIdle(); } } // namespace VideoCommon