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authorGravatar bunnei2019-02-18 20:58:32 -0500
committerGravatar bunnei2019-03-14 22:34:42 -0400
commit2eaf6c41a4686028c0abc84d1be6fd48a67cf49f (patch)
tree6ad0848c848aea68e637386cad5068e13c831b92 /src/video_core/gpu_thread.cpp
parentMerge pull request #2233 from ReinUsesLisp/morton-cleanup (diff)
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gpu: Use host address for caching instead of guest address.
Diffstat (limited to 'src/video_core/gpu_thread.cpp')
-rw-r--r--src/video_core/gpu_thread.cpp136
1 files changed, 41 insertions, 95 deletions
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index c5bdd2a17..086b2f625 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -5,7 +5,6 @@
5#include "common/assert.h" 5#include "common/assert.h"
6#include "common/microprofile.h" 6#include "common/microprofile.h"
7#include "core/frontend/scope_acquire_window_context.h" 7#include "core/frontend/scope_acquire_window_context.h"
8#include "core/settings.h"
9#include "video_core/dma_pusher.h" 8#include "video_core/dma_pusher.h"
10#include "video_core/gpu.h" 9#include "video_core/gpu.h"
11#include "video_core/gpu_thread.h" 10#include "video_core/gpu_thread.h"
@@ -13,38 +12,13 @@
13 12
14namespace VideoCommon::GPUThread { 13namespace VideoCommon::GPUThread {
15 14
16/// Executes a single GPU thread command
17static void ExecuteCommand(CommandData* command, VideoCore::RendererBase& renderer,
18 Tegra::DmaPusher& dma_pusher) {
19 if (const auto submit_list = std::get_if<SubmitListCommand>(command)) {
20 dma_pusher.Push(std::move(submit_list->entries));
21 dma_pusher.DispatchCalls();
22 } else if (const auto data = std::get_if<SwapBuffersCommand>(command)) {
23 renderer.SwapBuffers(data->framebuffer);
24 } else if (const auto data = std::get_if<FlushRegionCommand>(command)) {
25 renderer.Rasterizer().FlushRegion(data->addr, data->size);
26 } else if (const auto data = std::get_if<InvalidateRegionCommand>(command)) {
27 renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
28 } else if (const auto data = std::get_if<FlushAndInvalidateRegionCommand>(command)) {
29 renderer.Rasterizer().FlushAndInvalidateRegion(data->addr, data->size);
30 } else {
31 UNREACHABLE();
32 }
33}
34
35/// Runs the GPU thread 15/// Runs the GPU thread
36static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher, 16static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
37 SynchState& state) { 17 SynchState& state) {
38
39 MicroProfileOnThreadCreate("GpuThread"); 18 MicroProfileOnThreadCreate("GpuThread");
40 19
41 auto WaitForWakeup = [&]() {
42 std::unique_lock<std::mutex> lock{state.signal_mutex};
43 state.signal_condition.wait(lock, [&] { return !state.is_idle || !state.is_running; });
44 };
45
46 // Wait for first GPU command before acquiring the window context 20 // Wait for first GPU command before acquiring the window context
47 WaitForWakeup(); 21 state.WaitForCommands();
48 22
49 // If emulation was stopped during disk shader loading, abort before trying to acquire context 23 // If emulation was stopped during disk shader loading, abort before trying to acquire context
50 if (!state.is_running) { 24 if (!state.is_running) {
@@ -53,100 +27,72 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
53 27
54 Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()}; 28 Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
55 29
30 CommandDataContainer next;
56 while (state.is_running) { 31 while (state.is_running) {
57 if (!state.is_running) { 32 state.WaitForCommands();
58 return; 33 while (!state.queue.Empty()) {
59 } 34 state.queue.Pop(next);
60 35 if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
61 { 36 dma_pusher.Push(std::move(submit_list->entries));
62 // Thread has been woken up, so make the previous write queue the next read queue 37 dma_pusher.DispatchCalls();
63 std::lock_guard<std::mutex> lock{state.signal_mutex}; 38 } else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) {
64 std::swap(state.push_queue, state.pop_queue); 39 state.DecrementFramesCounter();
65 } 40 renderer.SwapBuffers(std::move(data->framebuffer));
66 41 } else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
67 // Execute all of the GPU commands 42 renderer.Rasterizer().FlushRegion(data->addr, data->size);
68 while (!state.pop_queue->empty()) { 43 } else if (const auto data = std::get_if<InvalidateRegionCommand>(&next.data)) {
69 ExecuteCommand(&state.pop_queue->front(), renderer, dma_pusher); 44 renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
70 state.pop_queue->pop(); 45 } else if (const auto data = std::get_if<EndProcessingCommand>(&next.data)) {
46 return;
47 } else {
48 UNREACHABLE();
49 }
71 } 50 }
72
73 state.UpdateIdleState();
74
75 // Signal that the GPU thread has finished processing commands
76 if (state.is_idle) {
77 state.idle_condition.notify_one();
78 }
79
80 // Wait for CPU thread to send more GPU commands
81 WaitForWakeup();
82 } 51 }
83} 52}
84 53
85ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) 54ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher)
86 : renderer{renderer}, dma_pusher{dma_pusher}, thread{RunThread, std::ref(renderer), 55 : renderer{renderer}, dma_pusher{dma_pusher}, thread{RunThread, std::ref(renderer),
87 std::ref(dma_pusher), std::ref(state)}, 56 std::ref(dma_pusher), std::ref(state)} {}
88 thread_id{thread.get_id()} {}
89 57
90ThreadManager::~ThreadManager() { 58ThreadManager::~ThreadManager() {
91 { 59 // Notify GPU thread that a shutdown is pending
92 // Notify GPU thread that a shutdown is pending 60 PushCommand(EndProcessingCommand());
93 std::lock_guard<std::mutex> lock{state.signal_mutex};
94 state.is_running = false;
95 }
96
97 state.signal_condition.notify_one();
98 thread.join(); 61 thread.join();
99} 62}
100 63
101void ThreadManager::SubmitList(Tegra::CommandList&& entries) { 64void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
102 if (entries.empty()) { 65 PushCommand(SubmitListCommand(std::move(entries)));
103 return;
104 }
105
106 PushCommand(SubmitListCommand(std::move(entries)), false, false);
107} 66}
108 67
109void ThreadManager::SwapBuffers( 68void ThreadManager::SwapBuffers(
110 std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) { 69 std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
111 PushCommand(SwapBuffersCommand(std::move(framebuffer)), true, false); 70 state.IncrementFramesCounter();
71 PushCommand(SwapBuffersCommand(std::move(framebuffer)));
72 state.WaitForFrames();
112} 73}
113 74
114void ThreadManager::FlushRegion(VAddr addr, u64 size) { 75void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
115 // Block the CPU when using accurate emulation 76 PushCommand(FlushRegionCommand(addr, size));
116 PushCommand(FlushRegionCommand(addr, size), Settings::values.use_accurate_gpu_emulation, false);
117} 77}
118 78
119void ThreadManager::InvalidateRegion(VAddr addr, u64 size) { 79void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) {
120 PushCommand(InvalidateRegionCommand(addr, size), true, true); 80 if (state.queue.Empty()) {
81 // It's quicker to invalidate a single region on the CPU if the queue is already empty
82 renderer.Rasterizer().InvalidateRegion(addr, size);
83 } else {
84 PushCommand(InvalidateRegionCommand(addr, size));
85 }
121} 86}
122 87
123void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) { 88void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
89 // Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
124 InvalidateRegion(addr, size); 90 InvalidateRegion(addr, size);
125} 91}
126 92
127void ThreadManager::PushCommand(CommandData&& command_data, bool wait_for_idle, bool allow_on_cpu) { 93void ThreadManager::PushCommand(CommandData&& command_data) {
128 { 94 state.queue.Push(CommandDataContainer(std::move(command_data)));
129 std::lock_guard<std::mutex> lock{state.signal_mutex}; 95 state.SignalCommands();
130
131 if ((allow_on_cpu && state.is_idle) || IsGpuThread()) {
132 // Execute the command synchronously on the current thread
133 ExecuteCommand(&command_data, renderer, dma_pusher);
134 return;
135 }
136
137 // Push the command to the GPU thread
138 state.UpdateIdleState();
139 state.push_queue->emplace(command_data);
140 }
141
142 // Signal the GPU thread that commands are pending
143 state.signal_condition.notify_one();
144
145 if (wait_for_idle) {
146 // Wait for the GPU to be idle (all commands to be executed)
147 std::unique_lock<std::mutex> lock{state.idle_mutex};
148 state.idle_condition.wait(lock, [this] { return static_cast<bool>(state.is_idle); });
149 }
150} 96}
151 97
152} // namespace VideoCommon::GPUThread 98} // namespace VideoCommon::GPUThread