// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include #include "common/threadsafe_queue.h" #include "video_core/gpu.h" namespace Tegra { struct FramebufferConfig; class DmaPusher; } // namespace Tegra namespace Core { namespace Frontend { class GraphicsContext; } class System; } // namespace Core namespace VideoCommon::GPUThread { /// Command to signal to the GPU thread that processing has ended struct EndProcessingCommand final {}; /// Command to signal to the GPU thread that a command list is ready for processing struct SubmitListCommand final { explicit SubmitListCommand(Tegra::CommandList&& entries) : entries{std::move(entries)} {} Tegra::CommandList entries; }; /// Command to signal to the GPU thread that a swap buffers is pending struct SwapBuffersCommand final { explicit SwapBuffersCommand(std::optional framebuffer) : framebuffer{std::move(framebuffer)} {} std::optional framebuffer; }; /// Command to signal to the GPU thread to flush a region struct FlushRegionCommand final { explicit constexpr FlushRegionCommand(VAddr addr, u64 size) : addr{addr}, size{size} {} VAddr addr; u64 size; }; /// Command to signal to the GPU thread to invalidate a region struct InvalidateRegionCommand final { explicit constexpr InvalidateRegionCommand(VAddr addr, u64 size) : addr{addr}, size{size} {} VAddr addr; u64 size; }; /// Command to signal to the GPU thread to flush and invalidate a region struct FlushAndInvalidateRegionCommand final { explicit constexpr FlushAndInvalidateRegionCommand(VAddr addr, u64 size) : addr{addr}, size{size} {} VAddr addr; u64 size; }; /// Command called within the gpu, to schedule actions after a command list end struct OnCommandListEndCommand final {}; /// Command to make the gpu look into pending requests struct GPUTickCommand final {}; using CommandData = std::variant; struct CommandDataContainer { CommandDataContainer() = default; CommandDataContainer(CommandData&& data, u64 next_fence) : data{std::move(data)}, fence{next_fence} {} CommandData data; u64 fence{}; }; /// Struct used to synchronize the GPU thread struct SynchState final { std::atomic_bool is_running{true}; using CommandQueue = Common::MPSCQueue; CommandQueue queue; u64 last_fence{}; std::atomic signaled_fence{}; }; /// Class used to manage the GPU thread class ThreadManager final { public: explicit ThreadManager(Core::System& system); ~ThreadManager(); /// Creates and starts the GPU thread. void StartThread(VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher); /// Push GPU command entries to be processed void SubmitList(Tegra::CommandList&& entries); /// Swap buffers (render frame) void SwapBuffers(const Tegra::FramebufferConfig* framebuffer); /// Notify rasterizer that any caches of the specified region should be flushed to Switch memory void FlushRegion(VAddr addr, u64 size); /// Notify rasterizer that any caches of the specified region should be invalidated void InvalidateRegion(VAddr addr, u64 size); /// Notify rasterizer that any caches of the specified region should be flushed and invalidated void FlushAndInvalidateRegion(VAddr addr, u64 size); // Wait until the gpu thread is idle. void WaitIdle() const; void OnCommandListEnd(); private: /// Pushes a command to be executed by the GPU thread u64 PushCommand(CommandData&& command_data); private: SynchState state; Core::System& system; std::thread thread; std::thread::id thread_id; }; } // namespace VideoCommon::GPUThread