// 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 "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(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher, SynchState& state) { MicroProfileOnThreadCreate("GpuThread"); // Wait for first GPU command before acquiring the window context state.WaitForCommands(); // 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()}; CommandDataContainer next; while (state.is_running) { state.WaitForCommands(); while (!state.queue.Empty()) { state.queue.Pop(next); if (const auto submit_list = std::get_if(&next.data)) { dma_pusher.Push(std::move(submit_list->entries)); dma_pusher.DispatchCalls(); } else if (const auto data = std::get_if(&next.data)) { state.DecrementFramesCounter(); renderer.SwapBuffers(std::move(data->framebuffer)); } else if (const auto data = std::get_if(&next.data)) { renderer.Rasterizer().FlushRegion(data->addr, data->size); } else if (const auto data = std::get_if(&next.data)) { renderer.Rasterizer().InvalidateRegion(data->addr, data->size); } else if (const auto data = std::get_if(&next.data)) { return; } else { UNREACHABLE(); } } } } 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)} {} ThreadManager::~ThreadManager() { // Notify GPU thread that a shutdown is pending PushCommand(EndProcessingCommand()); thread.join(); } void ThreadManager::SubmitList(Tegra::CommandList&& entries) { PushCommand(SubmitListCommand(std::move(entries))); } void ThreadManager::SwapBuffers( std::optional> framebuffer) { state.IncrementFramesCounter(); PushCommand(SwapBuffersCommand(std::move(framebuffer))); state.WaitForFrames(); } void ThreadManager::FlushRegion(CacheAddr addr, u64 size) { PushCommand(FlushRegionCommand(addr, size)); } void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) { if (state.queue.Empty()) { // It's quicker to invalidate a single region on the CPU if the queue is already empty renderer.Rasterizer().InvalidateRegion(addr, size); } else { PushCommand(InvalidateRegionCommand(addr, size)); } } void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) { // Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important InvalidateRegion(addr, size); } void ThreadManager::PushCommand(CommandData&& command_data) { state.queue.Push(CommandDataContainer(std::move(command_data))); state.SignalCommands(); } } // namespace VideoCommon::GPUThread