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authorGravatar Markus Wick2021-04-07 13:57:49 +0200
committerGravatar Markus Wick2021-04-07 22:38:52 +0200
commite6fb49fa4bb2864702abcefc14f6bb62eaba7a7e (patch)
tree6cad1f7c35b6f9c539fbb9ad0fa2a1359a543a97 /src/video_core/gpu_thread.cpp
parentvideo_core/gpu_thread: Implement a ShutDown method. (diff)
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video_core/gpu_thread: Keep the write lock for allocating the fence.
Else the fence might get submited out-of-order into the queue, which makes testing them pointless. Overhead should be tiny as the mutex is just moved from the queue to the writing code.
Diffstat (limited to 'src/video_core/gpu_thread.cpp')
-rw-r--r--src/video_core/gpu_thread.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index 6b8f06f78..9488bf544 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -151,11 +151,13 @@ void ThreadManager::OnCommandListEnd() {
151} 151}
152 152
153u64 ThreadManager::PushCommand(CommandData&& command_data) { 153u64 ThreadManager::PushCommand(CommandData&& command_data) {
154 std::unique_lock lk(state.write_lock);
154 const u64 fence{++state.last_fence}; 155 const u64 fence{++state.last_fence};
155 state.queue.Push(CommandDataContainer(std::move(command_data), fence)); 156 state.queue.Push(CommandDataContainer(std::move(command_data), fence));
156 157
157 if (!is_async) { 158 if (!is_async) {
158 // In synchronous GPU mode, block the caller until the command has executed 159 // In synchronous GPU mode, block the caller until the command has executed
160 lk.unlock();
159 WaitIdle(); 161 WaitIdle();
160 } 162 }
161 163