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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <condition_variable>
#include <deque>
#include <mutex>
#include <thread>
#include <queue>
#include "common/common_types.h"
#include "common/polyfill_thread.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
class Device;
class MasterSemaphore {
using Waitable = std::pair<u64, vk::Fence>;
public:
explicit MasterSemaphore(const Device& device);
~MasterSemaphore();
/// Returns the current logical tick.
[[nodiscard]] u64 CurrentTick() const noexcept {
return current_tick.load(std::memory_order_acquire);
}
/// Returns the last known GPU tick.
[[nodiscard]] u64 KnownGpuTick() const noexcept {
return gpu_tick.load(std::memory_order_acquire);
}
/// Returns true when a tick has been hit by the GPU.
[[nodiscard]] bool IsFree(u64 tick) const noexcept {
return KnownGpuTick() >= tick;
}
/// Advance to the logical tick and return the old one
[[nodiscard]] u64 NextTick() noexcept {
return current_tick.fetch_add(1, std::memory_order_release);
}
/// Refresh the known GPU tick
void Refresh();
/// Waits for a tick to be hit on the GPU
void Wait(u64 tick);
/// Submits the device graphics queue, updating the tick as necessary
VkResult SubmitQueue(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
VkSemaphore wait_semaphore, u64 host_tick);
private:
VkResult SubmitQueueTimeline(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
VkSemaphore wait_semaphore, u64 host_tick);
VkResult SubmitQueueFence(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
VkSemaphore wait_semaphore, u64 host_tick);
void WaitThread(std::stop_token token);
vk::Fence GetFreeFence();
private:
const Device& device; ///< Device.
vk::Semaphore semaphore; ///< Timeline semaphore.
std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
std::atomic<u64> current_tick{1}; ///< Current logical tick.
std::mutex wait_mutex;
std::mutex free_mutex;
std::condition_variable_any wait_cv;
std::queue<Waitable> wait_queue; ///< Queue for the fences to be waited on by the wait thread.
std::deque<vk::Fence> free_queue; ///< Holds available fences for submission.
std::jthread debug_thread; ///< Debug thread to workaround validation layer bugs.
std::jthread wait_thread; ///< Helper thread that waits for submitted fences.
};
} // namespace Vulkan
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