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video_core/gpu_thread: Implement a ShutDown method.

This was implicitly done by `is_powered_on = false`, however the explicit method allows us to block until the GPU is actually gone.

This should fix a race condition while removing the other subsystems while the GPU is still active.
This commit is contained in:
Markus Wick 2021-04-07 08:42:54 +02:00
parent 4aec060f6d
commit 5145133a60
5 changed files with 28 additions and 15 deletions

View File

@ -296,7 +296,7 @@ struct System::Impl {
exit_lock = false; exit_lock = false;
if (gpu_core) { if (gpu_core) {
gpu_core->WaitIdle(); gpu_core->ShutDown();
} }
services.reset(); services.reset();

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@ -517,8 +517,8 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value); interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
} }
void GPU::WaitIdle() const { void GPU::ShutDown() {
gpu_thread.WaitIdle(); gpu_thread.ShutDown();
} }
void GPU::OnCommandListEnd() { void GPU::OnCommandListEnd() {

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@ -219,8 +219,8 @@ public:
return *shader_notify; return *shader_notify;
} }
// Waits for the GPU to finish working // Stops the GPU execution and waits for the GPU to finish working
void WaitIdle() const; void ShutDown();
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame. /// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
void WaitFence(u32 syncpoint_id, u32 value); void WaitFence(u32 syncpoint_id, u32 value);

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@ -68,13 +68,7 @@ ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
: system{system_}, is_async{is_async_} {} : system{system_}, is_async{is_async_} {}
ThreadManager::~ThreadManager() { ThreadManager::~ThreadManager() {
if (!thread.joinable()) { ShutDown();
return;
}
// Notify GPU thread that a shutdown is pending
PushCommand(EndProcessingCommand());
thread.join();
} }
void ThreadManager::StartThread(VideoCore::RendererBase& renderer, void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
@ -132,10 +126,26 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
void ThreadManager::WaitIdle() const { void ThreadManager::WaitIdle() const {
while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) && while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
system.IsPoweredOn()) { state.is_running) {
} }
} }
void ThreadManager::ShutDown() {
if (!state.is_running) {
return;
}
state.is_running = false;
if (!thread.joinable()) {
return;
}
// Notify GPU thread that a shutdown is pending
PushCommand(EndProcessingCommand());
thread.join();
}
void ThreadManager::OnCommandListEnd() { void ThreadManager::OnCommandListEnd() {
PushCommand(OnCommandListEndCommand()); PushCommand(OnCommandListEndCommand());
} }

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@ -132,8 +132,8 @@ public:
/// Notify rasterizer that any caches of the specified region should be flushed and invalidated /// Notify rasterizer that any caches of the specified region should be flushed and invalidated
void FlushAndInvalidateRegion(VAddr addr, u64 size); void FlushAndInvalidateRegion(VAddr addr, u64 size);
// Wait until the gpu thread is idle. // Stops the GPU execution and waits for the GPU to finish working
void WaitIdle() const; void ShutDown();
void OnCommandListEnd(); void OnCommandListEnd();
@ -141,6 +141,9 @@ 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);
// Wait until the gpu thread is idle.
void WaitIdle() const;
Core::System& system; Core::System& system;
const bool is_async; const bool is_async;
VideoCore::RasterizerInterface* rasterizer = nullptr; VideoCore::RasterizerInterface* rasterizer = nullptr;