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https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
Merge pull request #2282 from bunnei/gpu-asynch-v2
gpu_thread: Improve synchronization by using CoreTiming.
This commit is contained in:
commit
66be5150d6
@ -9,7 +9,7 @@
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namespace VideoCommon {
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GPUAsynch::GPUAsynch(Core::System& system, VideoCore::RendererBase& renderer)
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: Tegra::GPU(system, renderer), gpu_thread{renderer, *dma_pusher} {}
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: Tegra::GPU(system, renderer), gpu_thread{system, renderer, *dma_pusher} {}
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GPUAsynch::~GPUAsynch() = default;
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@ -4,6 +4,9 @@
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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/core_timing.h"
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#include "core/core_timing_util.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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@ -36,7 +39,6 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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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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@ -47,13 +49,18 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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} else {
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UNREACHABLE();
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}
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state.signaled_fence = next.fence;
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state.TrySynchronize();
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}
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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}, thread{RunThread, std::ref(renderer), std::ref(dma_pusher),
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std::ref(state)} {}
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ThreadManager::ThreadManager(Core::System& system, VideoCore::RendererBase& renderer,
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Tegra::DmaPusher& dma_pusher)
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: system{system}, thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)} {
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synchronization_event = system.CoreTiming().RegisterEvent(
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"GPUThreadSynch", [this](u64 fence, int) { state.WaitForSynchronization(fence); });
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}
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ThreadManager::~ThreadManager() {
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// Notify GPU thread that a shutdown is pending
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@ -62,14 +69,14 @@ ThreadManager::~ThreadManager() {
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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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const u64 fence{PushCommand(SubmitListCommand(std::move(entries)))};
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const s64 synchronization_ticks{Core::Timing::usToCycles(9000)};
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system.CoreTiming().ScheduleEvent(synchronization_ticks, synchronization_event, fence);
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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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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(CacheAddr addr, u64 size) {
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@ -79,7 +86,7 @@ void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
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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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system.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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@ -90,9 +97,25 @@ void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
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InvalidateRegion(addr, size);
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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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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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state.SignalCommands();
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return fence;
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}
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MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
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void SynchState::WaitForSynchronization(u64 fence) {
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if (signaled_fence >= fence) {
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return;
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}
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// Wait for the GPU to be idle (all commands to be executed)
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{
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MICROPROFILE_SCOPE(GPU_wait);
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std::unique_lock<std::mutex> lock{synchronization_mutex};
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synchronization_condition.wait(lock, [this, fence] { return signaled_fence >= fence; });
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}
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}
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} // namespace VideoCommon::GPUThread
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@ -19,9 +19,12 @@ struct FramebufferConfig;
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class DmaPusher;
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} // namespace Tegra
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namespace VideoCore {
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class RendererBase;
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} // namespace VideoCore
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namespace Core {
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class System;
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namespace Timing {
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struct EventType;
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} // namespace Timing
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} // namespace Core
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namespace VideoCommon::GPUThread {
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@ -75,63 +78,47 @@ using CommandData =
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struct CommandDataContainer {
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CommandDataContainer() = default;
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CommandDataContainer(CommandData&& data) : data{std::move(data)} {}
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CommandDataContainer(CommandData&& data, u64 next_fence)
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: data{std::move(data)}, fence{next_fence} {}
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CommandDataContainer& operator=(const CommandDataContainer& t) {
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data = std::move(t.data);
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fence = t.fence;
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return *this;
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}
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CommandData data;
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u64 fence{};
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};
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/// Struct used to synchronize the GPU thread
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struct SynchState final {
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std::atomic_bool is_running{true};
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std::atomic_int queued_frame_count{};
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std::mutex frames_mutex;
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std::mutex synchronization_mutex;
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std::mutex commands_mutex;
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std::condition_variable commands_condition;
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std::condition_variable frames_condition;
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std::condition_variable synchronization_condition;
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void IncrementFramesCounter() {
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std::lock_guard lock{frames_mutex};
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++queued_frame_count;
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/// Returns true if the gap in GPU commands is small enough that we can consider the CPU and GPU
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/// synchronized. This is entirely empirical.
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bool IsSynchronized() const {
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constexpr std::size_t max_queue_gap{5};
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return queue.Size() <= max_queue_gap;
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}
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void DecrementFramesCounter() {
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{
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std::lock_guard lock{frames_mutex};
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--queued_frame_count;
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if (queued_frame_count) {
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return;
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}
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}
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frames_condition.notify_one();
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}
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void WaitForFrames() {
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{
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std::lock_guard lock{frames_mutex};
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if (!queued_frame_count) {
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return;
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}
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}
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// Wait for the GPU to be idle (all commands to be executed)
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{
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std::unique_lock lock{frames_mutex};
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frames_condition.wait(lock, [this] { return !queued_frame_count; });
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void TrySynchronize() {
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if (IsSynchronized()) {
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std::lock_guard<std::mutex> lock{synchronization_mutex};
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synchronization_condition.notify_one();
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}
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}
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void WaitForSynchronization(u64 fence);
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void SignalCommands() {
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{
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std::unique_lock lock{commands_mutex};
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if (queue.Empty()) {
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return;
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}
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if (queue.Empty()) {
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return;
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}
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commands_condition.notify_one();
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@ -144,12 +131,15 @@ struct SynchState final {
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using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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CommandQueue queue;
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u64 last_fence{};
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std::atomic<u64> signaled_fence{};
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};
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/// Class used to manage the GPU thread
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class ThreadManager final {
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public:
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explicit ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher);
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explicit ThreadManager(Core::System& system, VideoCore::RendererBase& renderer,
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Tegra::DmaPusher& dma_pusher);
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~ThreadManager();
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/// Push GPU command entries to be processed
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@ -170,11 +160,12 @@ public:
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private:
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/// Pushes a command to be executed by the GPU thread
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void PushCommand(CommandData&& command_data);
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u64 PushCommand(CommandData&& command_data);
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private:
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SynchState state;
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VideoCore::RendererBase& renderer;
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Core::System& system;
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Core::Timing::EventType* synchronization_event{};
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std::thread thread;
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std::thread::id thread_id;
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};
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