2019-01-23 19:17:55 -08:00
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/microprofile.h"
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2020-02-25 07:12:46 -08:00
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#include "common/thread.h"
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2019-03-30 17:08:09 -07:00
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#include "core/core.h"
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2020-03-24 19:58:49 -07:00
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#include "core/frontend/emu_window.h"
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#include "core/settings.h"
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2019-01-23 19:17:55 -08:00
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#include "video_core/dma_pusher.h"
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#include "video_core/gpu.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon::GPUThread {
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/// Runs the GPU thread
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static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher,
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SynchState& state, Tegra::CDmaPusher& cdma_pusher) {
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std::string name = "yuzu:GPU";
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MicroProfileOnThreadCreate(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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system.RegisterHostThread();
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// Wait for first GPU command before acquiring the window context
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while (state.queue.Empty())
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;
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// If emulation was stopped during disk shader loading, abort before trying to acquire context
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if (!state.is_running) {
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return;
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}
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auto current_context = context.Acquire();
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CommandDataContainer next;
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while (state.is_running) {
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next = state.queue.PopWait();
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if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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dma_pusher.Push(std::move(submit_list->entries));
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dma_pusher.DispatchCalls();
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} else if (auto* command_list = std::get_if<SubmitChCommandEntries>(&next.data)) {
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// NVDEC
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cdma_pusher.Push(std::move(command_list->entries));
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cdma_pusher.DispatchCalls();
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} else if (const auto* data = std::get_if<SwapBuffersCommand>(&next.data)) {
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renderer.SwapBuffers(data->framebuffer ? &*data->framebuffer : nullptr);
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} else if (std::holds_alternative<OnCommandListEndCommand>(next.data)) {
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renderer.Rasterizer().ReleaseFences();
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} else if (std::holds_alternative<GPUTickCommand>(next.data)) {
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system.GPU().TickWork();
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} else if (const auto* flush = std::get_if<FlushRegionCommand>(&next.data)) {
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renderer.Rasterizer().FlushRegion(flush->addr, flush->size);
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} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
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renderer.Rasterizer().OnCPUWrite(invalidate->addr, invalidate->size);
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} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
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return;
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} else {
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UNREACHABLE();
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}
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state.signaled_fence.store(next.fence);
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}
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}
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2020-12-12 00:24:33 -08:00
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ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
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: system{system_}, is_async{is_async_} {}
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ThreadManager::~ThreadManager() {
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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::StartThread(VideoCore::RendererBase& renderer,
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Core::Frontend::GraphicsContext& context,
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Tegra::DmaPusher& dma_pusher, Tegra::CDmaPusher& cdma_pusher) {
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thread = std::thread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
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std::ref(dma_pusher), std::ref(state), std::ref(cdma_pusher));
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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PushCommand(SubmitListCommand(std::move(entries)));
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}
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void ThreadManager::SubmitCommandBuffer(Tegra::ChCommandHeaderList&& entries) {
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PushCommand(SubmitChCommandEntries(std::move(entries)));
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}
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void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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PushCommand(SwapBuffersCommand(framebuffer ? std::make_optional(*framebuffer) : std::nullopt));
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}
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2020-04-05 09:58:23 -07:00
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void ThreadManager::FlushRegion(VAddr addr, u64 size) {
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if (!is_async) {
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// Always flush with synchronous GPU mode
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PushCommand(FlushRegionCommand(addr, size));
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return;
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}
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// Asynchronous GPU mode
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switch (Settings::values.gpu_accuracy.GetValue()) {
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case Settings::GPUAccuracy::Normal:
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PushCommand(FlushRegionCommand(addr, size));
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break;
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case Settings::GPUAccuracy::High:
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// TODO(bunnei): Is this right? Preserving existing behavior for now
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break;
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case Settings::GPUAccuracy::Extreme: {
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auto& gpu = system.GPU();
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u64 fence = gpu.RequestFlush(addr, size);
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PushCommand(GPUTickCommand());
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while (fence > gpu.CurrentFlushRequestFence()) {
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}
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Unsupported gpu_accuracy {}", Settings::values.gpu_accuracy.GetValue());
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}
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}
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2020-04-05 09:58:23 -07:00
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void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
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system.Renderer().Rasterizer().OnCPUWrite(addr, size);
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}
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2020-04-05 09:58:23 -07:00
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void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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// Skip flush on asynch mode, as FlushAndInvalidateRegion is not used for anything too important
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system.Renderer().Rasterizer().OnCPUWrite(addr, size);
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}
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2019-09-26 16:08:22 -07:00
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void ThreadManager::WaitIdle() const {
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2019-10-11 10:41:15 -07:00
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while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed)) {
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2019-09-26 16:08:22 -07:00
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}
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}
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2020-02-17 14:10:23 -08:00
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void ThreadManager::OnCommandListEnd() {
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PushCommand(OnCommandListEndCommand());
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}
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2019-03-30 17:08:09 -07:00
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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const u64 fence{++state.last_fence};
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state.queue.Push(CommandDataContainer(std::move(command_data), fence));
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if (!is_async) {
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// In synchronous GPU mode, block the caller until the command has executed
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WaitIdle();
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}
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2019-03-30 17:08:09 -07:00
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return fence;
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}
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2019-01-23 19:17:55 -08:00
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} // namespace VideoCommon::GPUThread
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