yuzu/src/video_core/gpu_thread.cpp
Morph 407dc917f1 bounded_threadsafe_queue: Deduplicate and add PushModes
Adds the PushModes Try and Wait to allow producers to specify how they want to push their data to the queue if the queue is full.
If the queue is full:
- Try will fail to push to the queue, returning false. Try only returns true if it successfully pushes to the queue. This may result in items not being pushed into the queue.
- Wait will wait until a slot is available to push to the queue, resulting in potential for deadlock if a consumer is not running.
2023-03-21 19:20:21 -04:00

133 lines
4.8 KiB
C++

// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "common/assert.h"
#include "common/microprofile.h"
#include "common/scope_exit.h"
#include "common/settings.h"
#include "common/thread.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "video_core/control/scheduler.h"
#include "video_core/dma_pusher.h"
#include "video_core/gpu.h"
#include "video_core/gpu_thread.h"
#include "video_core/renderer_base.h"
namespace VideoCommon::GPUThread {
/// Runs the GPU thread
static void RunThread(std::stop_token stop_token, Core::System& system,
VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context,
Tegra::Control::Scheduler& scheduler, SynchState& state) {
std::string name = "GPU";
MicroProfileOnThreadCreate(name.c_str());
SCOPE_EXIT({ MicroProfileOnThreadExit(); });
Common::SetCurrentThreadName(name.c_str());
Common::SetCurrentThreadPriority(Common::ThreadPriority::Critical);
system.RegisterHostThread();
auto current_context = context.Acquire();
VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
CommandDataContainer next;
while (!stop_token.stop_requested()) {
state.queue.PopWait(next, stop_token);
if (stop_token.stop_requested()) {
break;
}
if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) {
scheduler.Push(submit_list->channel, std::move(submit_list->entries));
} else if (const auto* data = std::get_if<SwapBuffersCommand>(&next.data)) {
renderer.SwapBuffers(data->framebuffer ? &*data->framebuffer : nullptr);
} else if (std::holds_alternative<GPUTickCommand>(next.data)) {
system.GPU().TickWork();
} else if (const auto* flush = std::get_if<FlushRegionCommand>(&next.data)) {
rasterizer->FlushRegion(flush->addr, flush->size);
} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
} else {
ASSERT(false);
}
state.signaled_fence.store(next.fence);
if (next.block) {
// We have to lock the write_lock to ensure that the condition_variable wait not get a
// race between the check and the lock itself.
std::scoped_lock lk{state.write_lock};
state.cv.notify_all();
}
}
}
ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
: system{system_}, is_async{is_async_} {}
ThreadManager::~ThreadManager() = default;
void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
Core::Frontend::GraphicsContext& context,
Tegra::Control::Scheduler& scheduler) {
rasterizer = renderer.ReadRasterizer();
thread = std::jthread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
std::ref(scheduler), std::ref(state));
}
void ThreadManager::SubmitList(s32 channel, Tegra::CommandList&& entries) {
PushCommand(SubmitListCommand(channel, std::move(entries)));
}
void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
PushCommand(SwapBuffersCommand(framebuffer ? std::make_optional(*framebuffer) : std::nullopt));
}
void ThreadManager::FlushRegion(VAddr addr, u64 size) {
if (!is_async) {
// Always flush with synchronous GPU mode
PushCommand(FlushRegionCommand(addr, size));
return;
}
if (!Settings::IsGPULevelExtreme()) {
return;
}
auto& gpu = system.GPU();
u64 fence = gpu.RequestFlush(addr, size);
TickGPU();
gpu.WaitForSyncOperation(fence);
}
void ThreadManager::TickGPU() {
PushCommand(GPUTickCommand());
}
void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
rasterizer->OnCPUWrite(addr, size);
}
void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
// Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
rasterizer->OnCPUWrite(addr, size);
}
u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
if (!is_async) {
// In synchronous GPU mode, block the caller until the command has executed
block = true;
}
std::unique_lock lk(state.write_lock);
const u64 fence{++state.last_fence};
state.queue.EmplaceWait(std::move(command_data), fence, block);
if (block) {
Common::CondvarWait(state.cv, lk, thread.get_stop_token(), [this, fence] {
return fence <= state.signaled_fence.load(std::memory_order_relaxed);
});
}
return fence;
}
} // namespace VideoCommon::GPUThread