yuzu-mainline/src/video_core/fence_manager.h

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// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <algorithm>
#include <array>
#include <queue>
#include <memory>
#include "common/assert.h"
#include "common/common_types.h"
#include "core/core.h"
#include "core/memory.h"
#include "core/settings.h"
#include "video_core/gpu.h"
#include "video_core/memory_manager.h"
#include "video_core/rasterizer_interface.h"
namespace VideoCommon {
class FenceBase {
public:
FenceBase(GPUVAddr address, u32 payload) : address{address}, payload{payload} {}
constexpr GPUVAddr GetAddress() const {
return address;
}
constexpr u32 GetPayload() const {
return payload;
}
private:
GPUVAddr address;
u32 payload;
};
template <typename TFence, typename TTextureCache>
class FenceManager {
public:
void SignalFence(GPUVAddr addr, u32 value) {
TryReleasePendingFences();
TFence new_fence = CreateFence(addr, value);
QueueFence(new_fence);
fences.push(new_fence);
texture_cache.CommitAsyncFlushes();
rasterizer.FlushCommands();
rasterizer.SyncGuestHost();
}
void WaitPendingFences() {
while (!fences.empty()) {
TFence& current_fence = fences.front();
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bool should_wait = texture_cache.ShouldWaitAsyncFlushes();
if (should_wait) {
WaitFence(current_fence);
}
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texture_cache.PopAsyncFlushes();
auto& gpu{system.GPU()};
auto& memory_manager{gpu.MemoryManager()};
memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
fences.pop();
}
}
protected:
FenceManager(Core::System& system, VideoCore::RasterizerInterface& rasterizer,
TTextureCache& texture_cache)
: system{system}, rasterizer{rasterizer}, texture_cache{texture_cache} {}
virtual TFence CreateFence(GPUVAddr addr, u32 value) = 0;
virtual void QueueFence(TFence& fence) = 0;
virtual bool IsFenceSignaled(TFence& fence) = 0;
virtual void WaitFence(TFence& fence) = 0;
Core::System& system;
VideoCore::RasterizerInterface& rasterizer;
TTextureCache& texture_cache;
private:
void TryReleasePendingFences() {
while (!fences.empty()) {
TFence& current_fence = fences.front();
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bool should_wait = texture_cache.ShouldWaitAsyncFlushes();
if (should_wait && !IsFenceSignaled(current_fence)) {
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return;
}
texture_cache.PopAsyncFlushes();
auto& gpu{system.GPU()};
auto& memory_manager{gpu.MemoryManager()};
memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
fences.pop();
}
}
std::queue<TFence> fences;
};
} // namespace VideoCommon