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Merge pull request #6506 from ReinUsesLisp/master-semaphore-jthread

vk_master_semaphore: Use jthread for debug thread
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bunnei 2021-06-22 08:44:25 -07:00 committed by GitHub
commit faf57c183f
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2 changed files with 8 additions and 19 deletions

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@ -2,8 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <atomic>
#include <chrono>
#include <thread>
#include "common/settings.h"
#include "video_core/renderer_vulkan/vk_master_semaphore.h"
@ -12,8 +11,6 @@
namespace Vulkan {
using namespace std::chrono_literals;
MasterSemaphore::MasterSemaphore(const Device& device) {
static constexpr VkSemaphoreTypeCreateInfoKHR semaphore_type_ci{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO_KHR,
@ -34,9 +31,9 @@ MasterSemaphore::MasterSemaphore(const Device& device) {
// Validation layers have a bug where they fail to track resource usage when using timeline
// semaphores and synchronizing with GetSemaphoreCounterValueKHR. To workaround this issue, have
// a separate thread waiting for each timeline semaphore value.
debug_thread = std::thread([this] {
debug_thread = std::jthread([this](std::stop_token stop_token) {
u64 counter = 0;
while (!shutdown) {
while (!stop_token.stop_requested()) {
if (semaphore.Wait(counter, 10'000'000)) {
++counter;
}
@ -44,13 +41,6 @@ MasterSemaphore::MasterSemaphore(const Device& device) {
});
}
MasterSemaphore::~MasterSemaphore() {
shutdown = true;
// This thread might not be started
if (debug_thread.joinable()) {
debug_thread.join();
}
}
MasterSemaphore::~MasterSemaphore() = default;
} // namespace Vulkan

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@ -65,11 +65,10 @@ public:
}
private:
vk::Semaphore semaphore; ///< Timeline semaphore.
std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
std::atomic<u64> current_tick{1}; ///< Current logical tick.
std::atomic<bool> shutdown{false}; ///< True when the object is being destroyed.
std::thread debug_thread; ///< Debug thread to workaround validation layer bugs.
vk::Semaphore semaphore; ///< Timeline semaphore.
std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
std::atomic<u64> current_tick{1}; ///< Current logical tick.
std::jthread debug_thread; ///< Debug thread to workaround validation layer bugs.
};
} // namespace Vulkan