mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2025-06-10 17:48:10 -05:00
gpu: Use host address for caching instead of guest address.
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@ -5,7 +5,6 @@
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#include "common/assert.h"
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#include "common/microprofile.h"
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#include "core/frontend/scope_acquire_window_context.h"
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#include "core/settings.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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@ -13,38 +12,13 @@
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namespace VideoCommon::GPUThread {
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/// Executes a single GPU thread command
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static void ExecuteCommand(CommandData* command, VideoCore::RendererBase& renderer,
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Tegra::DmaPusher& dma_pusher) {
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if (const auto submit_list = std::get_if<SubmitListCommand>(command)) {
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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>(command)) {
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renderer.SwapBuffers(data->framebuffer);
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} else if (const auto data = std::get_if<FlushRegionCommand>(command)) {
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renderer.Rasterizer().FlushRegion(data->addr, data->size);
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} else if (const auto data = std::get_if<InvalidateRegionCommand>(command)) {
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renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
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} else if (const auto data = std::get_if<FlushAndInvalidateRegionCommand>(command)) {
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renderer.Rasterizer().FlushAndInvalidateRegion(data->addr, data->size);
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} else {
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UNREACHABLE();
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}
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}
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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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auto WaitForWakeup = [&]() {
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std::unique_lock<std::mutex> lock{state.signal_mutex};
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state.signal_condition.wait(lock, [&] { return !state.is_idle || !state.is_running; });
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};
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// Wait for first GPU command before acquiring the window context
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WaitForWakeup();
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state.WaitForCommands();
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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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@ -53,100 +27,72 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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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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if (!state.is_running) {
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return;
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state.WaitForCommands();
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while (!state.queue.Empty()) {
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state.queue.Pop(next);
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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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state.DecrementFramesCounter();
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renderer.SwapBuffers(std::move(data->framebuffer));
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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 (const auto data = std::get_if<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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}
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{
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// Thread has been woken up, so make the previous write queue the next read queue
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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std::swap(state.push_queue, state.pop_queue);
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}
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// Execute all of the GPU commands
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while (!state.pop_queue->empty()) {
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ExecuteCommand(&state.pop_queue->front(), renderer, dma_pusher);
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state.pop_queue->pop();
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}
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state.UpdateIdleState();
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// Signal that the GPU thread has finished processing commands
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if (state.is_idle) {
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state.idle_condition.notify_one();
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}
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// Wait for CPU thread to send more GPU commands
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WaitForWakeup();
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}
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}
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ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher)
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: renderer{renderer}, dma_pusher{dma_pusher}, thread{RunThread, std::ref(renderer),
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std::ref(dma_pusher), std::ref(state)},
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thread_id{thread.get_id()} {}
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std::ref(dma_pusher), std::ref(state)} {}
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ThreadManager::~ThreadManager() {
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{
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// Notify GPU thread that a shutdown is pending
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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state.is_running = false;
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}
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state.signal_condition.notify_one();
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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::SubmitList(Tegra::CommandList&& entries) {
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if (entries.empty()) {
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return;
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}
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PushCommand(SubmitListCommand(std::move(entries)), false, false);
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PushCommand(SubmitListCommand(std::move(entries)));
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}
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void ThreadManager::SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
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PushCommand(SwapBuffersCommand(std::move(framebuffer)), true, false);
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state.IncrementFramesCounter();
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PushCommand(SwapBuffersCommand(std::move(framebuffer)));
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state.WaitForFrames();
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}
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void ThreadManager::FlushRegion(VAddr addr, u64 size) {
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// Block the CPU when using accurate emulation
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PushCommand(FlushRegionCommand(addr, size), Settings::values.use_accurate_gpu_emulation, false);
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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(VAddr addr, u64 size) {
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PushCommand(InvalidateRegionCommand(addr, size), true, true);
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void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) {
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if (state.queue.Empty()) {
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// It's quicker to invalidate a single region on the CPU if the queue is already empty
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renderer.Rasterizer().InvalidateRegion(addr, size);
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} else {
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PushCommand(InvalidateRegionCommand(addr, size));
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}
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}
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void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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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::PushCommand(CommandData&& command_data, bool wait_for_idle, bool allow_on_cpu) {
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{
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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if ((allow_on_cpu && state.is_idle) || IsGpuThread()) {
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// Execute the command synchronously on the current thread
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ExecuteCommand(&command_data, renderer, dma_pusher);
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return;
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}
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// Push the command to the GPU thread
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state.UpdateIdleState();
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state.push_queue->emplace(command_data);
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}
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// Signal the GPU thread that commands are pending
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state.signal_condition.notify_one();
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if (wait_for_idle) {
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// Wait for the GPU to be idle (all commands to be executed)
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std::unique_lock<std::mutex> lock{state.idle_mutex};
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state.idle_condition.wait(lock, [this] { return static_cast<bool>(state.is_idle); });
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}
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void ThreadManager::PushCommand(CommandData&& command_data) {
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state.queue.Push(CommandDataContainer(std::move(command_data)));
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state.SignalCommands();
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}
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} // namespace VideoCommon::GPUThread
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