vk_scheduler: Use locks instead of SPSC a queue
This tries to fix a data race where we'd wait forever for the GPU.
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56c47951c5
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36f1586267
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@ -47,8 +47,11 @@ VKScheduler::VKScheduler(const Device& device_, StateTracker& state_tracker_)
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}
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VKScheduler::~VKScheduler() {
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quit = true;
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cv.notify_all();
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{
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std::lock_guard lock{work_mutex};
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quit = true;
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}
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work_cv.notify_all();
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worker_thread.join();
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}
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@ -69,20 +72,19 @@ void VKScheduler::WaitWorker() {
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MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
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DispatchWork();
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bool finished = false;
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do {
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cv.notify_all();
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std::unique_lock lock{mutex};
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finished = chunk_queue.Empty();
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} while (!finished);
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std::unique_lock lock{work_mutex};
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wait_cv.wait(lock, [this] { return work_queue.empty(); });
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}
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void VKScheduler::DispatchWork() {
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if (chunk->Empty()) {
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return;
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}
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chunk_queue.Push(std::move(chunk));
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cv.notify_all();
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{
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std::lock_guard lock{work_mutex};
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work_queue.push(std::move(chunk));
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}
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work_cv.notify_one();
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AcquireNewChunk();
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}
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@ -135,22 +137,27 @@ bool VKScheduler::UpdateGraphicsPipeline(GraphicsPipeline* pipeline) {
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void VKScheduler::WorkerThread() {
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Common::SetCurrentThreadName("yuzu:VulkanWorker");
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std::unique_lock lock{mutex};
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do {
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cv.wait(lock, [this] { return !chunk_queue.Empty() || quit; });
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if (quit) {
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continue;
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if (work_queue.empty()) {
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wait_cv.notify_all();
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}
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while (!chunk_queue.Empty()) {
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auto extracted_chunk = std::move(chunk_queue.Front());
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chunk_queue.Pop();
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const bool has_submit = extracted_chunk->HasSubmit();
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extracted_chunk->ExecuteAll(current_cmdbuf);
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if (has_submit) {
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AllocateWorkerCommandBuffer();
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std::unique_ptr<CommandChunk> work;
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{
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std::unique_lock lock{work_mutex};
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work_cv.wait(lock, [this] { return !work_queue.empty() || quit; });
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if (quit) {
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continue;
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}
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chunk_reserve.Push(std::move(extracted_chunk));
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work = std::move(work_queue.front());
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work_queue.pop();
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}
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const bool has_submit = work->HasSubmit();
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work->ExecuteAll(current_cmdbuf);
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if (has_submit) {
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AllocateWorkerCommandBuffer();
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}
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std::lock_guard reserve_lock{reserve_mutex};
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chunk_reserve.push_back(std::move(work));
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} while (!quit);
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}
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@ -269,12 +276,13 @@ void VKScheduler::EndRenderPass() {
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}
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void VKScheduler::AcquireNewChunk() {
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if (chunk_reserve.Empty()) {
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std::lock_guard lock{reserve_mutex};
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if (chunk_reserve.empty()) {
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chunk = std::make_unique<CommandChunk>();
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return;
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}
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chunk = std::move(chunk_reserve.Front());
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chunk_reserve.Pop();
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chunk = std::move(chunk_reserve.back());
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chunk_reserve.pop_back();
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}
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} // namespace Vulkan
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@ -6,14 +6,14 @@
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#include <atomic>
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#include <condition_variable>
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#include <queue>
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#include <cstddef>
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#include <memory>
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#include <stack>
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#include <thread>
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#include <utility>
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#include "common/alignment.h"
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#include "common/common_types.h"
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#include "common/threadsafe_queue.h"
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#include "video_core/renderer_vulkan/vk_master_semaphore.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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@ -220,11 +220,13 @@ private:
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std::array<VkImage, 9> renderpass_images{};
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std::array<VkImageSubresourceRange, 9> renderpass_image_ranges{};
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Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_queue;
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Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_reserve;
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std::mutex mutex;
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std::condition_variable cv;
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bool quit = false;
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std::queue<std::unique_ptr<CommandChunk>> work_queue;
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std::vector<std::unique_ptr<CommandChunk>> chunk_reserve;
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std::mutex reserve_mutex;
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std::mutex work_mutex;
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std::condition_variable work_cv;
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std::condition_variable wait_cv;
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std::atomic_bool quit{};
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};
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} // namespace Vulkan
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