mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-25 16:15:27 +00:00
gpu_asynch: Simplify synchronization to a simpler consumer->producer scheme.
This commit is contained in:
parent
0706d633bf
commit
f2e026a1d8
|
@ -21,7 +21,7 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
|
|||
MicroProfileOnThreadCreate("GpuThread");
|
||||
|
||||
// Wait for first GPU command before acquiring the window context
|
||||
state.WaitForCommands();
|
||||
while (state.queue.Empty());
|
||||
|
||||
// If emulation was stopped during disk shader loading, abort before trying to acquire context
|
||||
if (!state.is_running) {
|
||||
|
@ -32,7 +32,6 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
|
|||
|
||||
CommandDataContainer next;
|
||||
while (state.is_running) {
|
||||
state.WaitForCommands();
|
||||
while (!state.queue.Empty()) {
|
||||
state.queue.Pop(next);
|
||||
if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
|
||||
|
@ -49,8 +48,7 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
|
|||
} else {
|
||||
UNREACHABLE();
|
||||
}
|
||||
state.signaled_fence = next.fence;
|
||||
state.TrySynchronize();
|
||||
state.signaled_fence.store(next.fence);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -100,22 +98,12 @@ void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
|
|||
u64 ThreadManager::PushCommand(CommandData&& command_data) {
|
||||
const u64 fence{++state.last_fence};
|
||||
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
|
||||
state.SignalCommands();
|
||||
return fence;
|
||||
}
|
||||
|
||||
MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
|
||||
void SynchState::WaitForSynchronization(u64 fence) {
|
||||
if (signaled_fence >= fence) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Wait for the GPU to be idle (all commands to be executed)
|
||||
{
|
||||
MICROPROFILE_SCOPE(GPU_wait);
|
||||
std::unique_lock lock{synchronization_mutex};
|
||||
synchronization_condition.wait(lock, [this, fence] { return signaled_fence >= fence; });
|
||||
}
|
||||
while (signaled_fence.load() < fence);
|
||||
}
|
||||
|
||||
} // namespace VideoCommon::GPUThread
|
||||
|
|
|
@ -88,41 +88,9 @@ struct CommandDataContainer {
|
|||
/// Struct used to synchronize the GPU thread
|
||||
struct SynchState final {
|
||||
std::atomic_bool is_running{true};
|
||||
std::atomic_int queued_frame_count{};
|
||||
std::mutex synchronization_mutex;
|
||||
std::mutex commands_mutex;
|
||||
std::condition_variable commands_condition;
|
||||
std::condition_variable synchronization_condition;
|
||||
|
||||
/// Returns true if the gap in GPU commands is small enough that we can consider the CPU and GPU
|
||||
/// synchronized. This is entirely empirical.
|
||||
bool IsSynchronized() const {
|
||||
constexpr std::size_t max_queue_gap{5};
|
||||
return queue.Size() <= max_queue_gap;
|
||||
}
|
||||
|
||||
void TrySynchronize() {
|
||||
if (IsSynchronized()) {
|
||||
std::lock_guard lock{synchronization_mutex};
|
||||
synchronization_condition.notify_one();
|
||||
}
|
||||
}
|
||||
|
||||
void WaitForSynchronization(u64 fence);
|
||||
|
||||
void SignalCommands() {
|
||||
if (queue.Empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
commands_condition.notify_one();
|
||||
}
|
||||
|
||||
void WaitForCommands() {
|
||||
std::unique_lock lock{commands_mutex};
|
||||
commands_condition.wait(lock, [this] { return !queue.Empty(); });
|
||||
}
|
||||
|
||||
using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
|
||||
CommandQueue queue;
|
||||
u64 last_fence{};
|
||||
|
|
Loading…
Reference in a new issue