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https://github.com/yuzu-emu/yuzu.git
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aed6d8bef5
We can just use std::nullopt and std::make_optional to make this a little bit less noisy.
102 lines
3.5 KiB
C++
102 lines
3.5 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/microprofile.h"
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#include "core/core.h"
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#include "core/frontend/scope_acquire_window_context.h"
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#include "video_core/dma_pusher.h"
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#include "video_core/gpu.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon::GPUThread {
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/// Runs the GPU thread
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static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
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SynchState& state) {
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MicroProfileOnThreadCreate("GpuThread");
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// Wait for first GPU command before acquiring the window context
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while (state.queue.Empty())
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;
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// If emulation was stopped during disk shader loading, abort before trying to acquire context
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if (!state.is_running) {
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return;
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}
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Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
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CommandDataContainer next;
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while (state.is_running) {
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next = state.queue.PopWait();
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if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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dma_pusher.Push(std::move(submit_list->entries));
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dma_pusher.DispatchCalls();
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} else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) {
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renderer.SwapBuffers(data->framebuffer ? &*data->framebuffer : nullptr);
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} else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
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renderer.Rasterizer().FlushRegion(data->addr, data->size);
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} else if (const auto data = std::get_if<InvalidateRegionCommand>(&next.data)) {
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renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
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} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
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return;
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} else {
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UNREACHABLE();
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}
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state.signaled_fence.store(next.fence);
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}
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}
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ThreadManager::ThreadManager(Core::System& system) : system{system} {}
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ThreadManager::~ThreadManager() {
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if (!thread.joinable()) {
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return;
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}
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// Notify GPU thread that a shutdown is pending
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PushCommand(EndProcessingCommand());
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thread.join();
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}
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) {
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thread = std::thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)};
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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PushCommand(SubmitListCommand(std::move(entries)));
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}
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void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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PushCommand(SwapBuffersCommand(framebuffer ? std::make_optional(*framebuffer) : std::nullopt));
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}
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void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
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PushCommand(FlushRegionCommand(addr, size));
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}
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void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) {
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system.Renderer().Rasterizer().InvalidateRegion(addr, size);
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}
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void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
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// Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
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InvalidateRegion(addr, size);
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}
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void ThreadManager::WaitIdle() const {
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while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed)) {
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}
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}
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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const u64 fence{++state.last_fence};
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state.queue.Push(CommandDataContainer(std::move(command_data), fence));
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return fence;
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}
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} // namespace VideoCommon::GPUThread
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