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.
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4aec060f6d
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5145133a60
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@ -296,7 +296,7 @@ struct System::Impl {
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exit_lock = false;
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exit_lock = false;
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if (gpu_core) {
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if (gpu_core) {
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gpu_core->WaitIdle();
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gpu_core->ShutDown();
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}
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}
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services.reset();
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services.reset();
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@ -517,8 +517,8 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
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interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
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interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
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}
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}
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void GPU::WaitIdle() const {
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void GPU::ShutDown() {
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gpu_thread.WaitIdle();
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gpu_thread.ShutDown();
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}
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}
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void GPU::OnCommandListEnd() {
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void GPU::OnCommandListEnd() {
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@ -219,8 +219,8 @@ public:
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return *shader_notify;
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return *shader_notify;
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}
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}
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// Waits for the GPU to finish working
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// Stops the GPU execution and waits for the GPU to finish working
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void WaitIdle() const;
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void ShutDown();
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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void WaitFence(u32 syncpoint_id, u32 value);
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void WaitFence(u32 syncpoint_id, u32 value);
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@ -68,13 +68,7 @@ ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
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: system{system_}, is_async{is_async_} {}
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: system{system_}, is_async{is_async_} {}
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ThreadManager::~ThreadManager() {
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ThreadManager::~ThreadManager() {
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if (!thread.joinable()) {
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ShutDown();
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return;
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}
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// Notify GPU thread that a shutdown is pending
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PushCommand(EndProcessingCommand());
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thread.join();
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}
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}
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
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@ -132,10 +126,26 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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void ThreadManager::WaitIdle() const {
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void ThreadManager::WaitIdle() const {
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while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
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while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
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system.IsPoweredOn()) {
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state.is_running) {
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}
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}
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}
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}
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void ThreadManager::ShutDown() {
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if (!state.is_running) {
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return;
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}
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state.is_running = false;
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if (!thread.joinable()) {
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return;
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}
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// Notify GPU thread that a shutdown is pending
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PushCommand(EndProcessingCommand());
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thread.join();
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}
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void ThreadManager::OnCommandListEnd() {
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void ThreadManager::OnCommandListEnd() {
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PushCommand(OnCommandListEndCommand());
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PushCommand(OnCommandListEndCommand());
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}
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}
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@ -132,8 +132,8 @@ public:
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/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
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/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
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void FlushAndInvalidateRegion(VAddr addr, u64 size);
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void FlushAndInvalidateRegion(VAddr addr, u64 size);
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// Wait until the gpu thread is idle.
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// Stops the GPU execution and waits for the GPU to finish working
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void WaitIdle() const;
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void ShutDown();
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void OnCommandListEnd();
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void OnCommandListEnd();
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@ -141,6 +141,9 @@ private:
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/// Pushes a command to be executed by the GPU thread
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/// Pushes a command to be executed by the GPU thread
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u64 PushCommand(CommandData&& command_data);
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u64 PushCommand(CommandData&& command_data);
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// Wait until the gpu thread is idle.
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void WaitIdle() const;
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Core::System& system;
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Core::System& system;
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const bool is_async;
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const bool is_async;
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VideoCore::RasterizerInterface* rasterizer = nullptr;
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VideoCore::RasterizerInterface* rasterizer = nullptr;
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