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yuzu-mainline
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core: fix initialization in single core, sync GPU mode

This commit is contained in:
Liam 2022-06-16 23:42:39 -04:00
parent a33e7c13fa
commit a6371fb69d
4 changed files with 13 additions and 0 deletions

View File

@ -26,6 +26,7 @@ void CpuManager::ThreadStart(std::stop_token stop_token, CpuManager& cpu_manager
void CpuManager::Initialize() {
num_cores = is_multicore ? Core::Hardware::NUM_CPU_CORES : 1;
gpu_barrier = std::make_unique<Common::Barrier>(num_cores + 1);
for (std::size_t core = 0; core < num_cores; core++) {
core_data[core].host_thread = std::jthread(ThreadStart, std::ref(*this), core);
@ -230,6 +231,8 @@ void CpuManager::RunThread(std::size_t core) {
});
// Running
gpu_barrier->Sync();
if (!is_async_gpu && !is_multicore) {
system.GPU().ObtainContext();
}

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@ -43,6 +43,10 @@ public:
is_async_gpu = is_async;
}
void OnGpuReady() {
gpu_barrier->Sync();
}
void Initialize();
void Shutdown();
@ -81,6 +85,7 @@ private:
std::jthread host_thread;
};
std::unique_ptr<Common::Barrier> gpu_barrier{};
std::array<CoreData, Core::Hardware::NUM_CPU_CORES> core_data{};
bool is_async_gpu{};

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@ -29,6 +29,7 @@
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/cpu_manager.h"
#include "core/frontend/framebuffer_layout.h"
#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"
@ -73,6 +74,8 @@ void EmuThread::run() {
gpu.ReleaseContext();
system.GetCpuManager().OnGpuReady();
// Holds whether the cpu was running during the last iteration,
// so that the DebugModeLeft signal can be emitted before the
// next execution step

View File

@ -21,6 +21,7 @@
#include "common/string_util.h"
#include "common/telemetry.h"
#include "core/core.h"
#include "core/cpu_manager.h"
#include "core/crypto/key_manager.h"
#include "core/file_sys/registered_cache.h"
#include "core/file_sys/vfs_real.h"
@ -216,6 +217,7 @@ int main(int argc, char** argv) {
// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
system.GPU().Start();
system.GetCpuManager().OnGpuReady();
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources(