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yuzu-android
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video_core: Use a CV for blocking commands.

There is no need for a busy loop here. Let's just use a condition variable to save some power.
This commit is contained in:
Markus Wick 2021-04-07 11:41:31 +02:00
parent e6fb49fa4b
commit e8bd9aed8b
2 changed files with 32 additions and 24 deletions

View File

@ -56,11 +56,17 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) { } else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
rasterizer->OnCPUWrite(invalidate->addr, invalidate->size); rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) { } else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
return; ASSERT(state.is_running == false);
} else { } else {
UNREACHABLE(); UNREACHABLE();
} }
state.signaled_fence.store(next.fence); 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::lock_guard lk(state.write_lock);
state.cv.notify_all();
}
} }
} }
@ -105,9 +111,8 @@ void ThreadManager::FlushRegion(VAddr addr, u64 size) {
case Settings::GPUAccuracy::Extreme: { case Settings::GPUAccuracy::Extreme: {
auto& gpu = system.GPU(); auto& gpu = system.GPU();
u64 fence = gpu.RequestFlush(addr, size); u64 fence = gpu.RequestFlush(addr, size);
PushCommand(GPUTickCommand()); PushCommand(GPUTickCommand(), true);
while (fence > gpu.CurrentFlushRequestFence()) { ASSERT(fence <= gpu.CurrentFlushRequestFence());
}
break; break;
} }
default: default:
@ -124,18 +129,16 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
rasterizer->OnCPUWrite(addr, size); rasterizer->OnCPUWrite(addr, size);
} }
void ThreadManager::WaitIdle() const {
while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
state.is_running) {
}
}
void ThreadManager::ShutDown() { void ThreadManager::ShutDown() {
if (!state.is_running) { if (!state.is_running) {
return; return;
} }
{
std::lock_guard lk(state.write_lock);
state.is_running = false; state.is_running = false;
state.cv.notify_all();
}
if (!thread.joinable()) { if (!thread.joinable()) {
return; return;
@ -150,15 +153,21 @@ void ThreadManager::OnCommandListEnd() {
PushCommand(OnCommandListEndCommand()); PushCommand(OnCommandListEndCommand());
} }
u64 ThreadManager::PushCommand(CommandData&& command_data) { u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
std::unique_lock lk(state.write_lock);
const u64 fence{++state.last_fence};
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
if (!is_async) { if (!is_async) {
// In synchronous GPU mode, block the caller until the command has executed // In synchronous GPU mode, block the caller until the command has executed
lk.unlock(); block = true;
WaitIdle(); }
std::unique_lock lk(state.write_lock);
const u64 fence{++state.last_fence};
state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
if (block) {
state.cv.wait(lk, [this, fence] {
return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
!state.is_running;
});
} }
return fence; return fence;

View File

@ -90,11 +90,12 @@ using CommandData =
struct CommandDataContainer { struct CommandDataContainer {
CommandDataContainer() = default; CommandDataContainer() = default;
explicit CommandDataContainer(CommandData&& data_, u64 next_fence_) explicit CommandDataContainer(CommandData&& data_, u64 next_fence_, bool block_)
: data{std::move(data_)}, fence{next_fence_} {} : data{std::move(data_)}, fence{next_fence_}, block(block_) {}
CommandData data; CommandData data;
u64 fence{}; u64 fence{};
bool block{};
}; };
/// Struct used to synchronize the GPU thread /// Struct used to synchronize the GPU thread
@ -106,6 +107,7 @@ struct SynchState final {
CommandQueue queue; CommandQueue queue;
u64 last_fence{}; u64 last_fence{};
std::atomic<u64> signaled_fence{}; std::atomic<u64> signaled_fence{};
std::condition_variable cv;
}; };
/// Class used to manage the GPU thread /// Class used to manage the GPU thread
@ -140,10 +142,7 @@ public:
private: private:
/// Pushes a command to be executed by the GPU thread /// Pushes a command to be executed by the GPU thread
u64 PushCommand(CommandData&& command_data); u64 PushCommand(CommandData&& command_data, bool block = false);
// Wait until the gpu thread is idle.
void WaitIdle() const;
Core::System& system; Core::System& system;
const bool is_async; const bool is_async;