video_core: Use a CV for blocking commands.
There is no need for a busy loop here. Let's just use a condition variable to save some power.
This commit is contained in:
parent
e6fb49fa4b
commit
e8bd9aed8b
@ -56,11 +56,17 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
|
||||
} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
|
||||
rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
|
||||
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
|
||||
return;
|
||||
ASSERT(state.is_running == false);
|
||||
} else {
|
||||
UNREACHABLE();
|
||||
}
|
||||
state.signaled_fence.store(next.fence);
|
||||
if (next.block) {
|
||||
// We have to lock the write_lock to ensure that the condition_variable wait not get a
|
||||
// race between the check and the lock itself.
|
||||
std::lock_guard lk(state.write_lock);
|
||||
state.cv.notify_all();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -105,9 +111,8 @@ void ThreadManager::FlushRegion(VAddr addr, u64 size) {
|
||||
case Settings::GPUAccuracy::Extreme: {
|
||||
auto& gpu = system.GPU();
|
||||
u64 fence = gpu.RequestFlush(addr, size);
|
||||
PushCommand(GPUTickCommand());
|
||||
while (fence > gpu.CurrentFlushRequestFence()) {
|
||||
}
|
||||
PushCommand(GPUTickCommand(), true);
|
||||
ASSERT(fence <= gpu.CurrentFlushRequestFence());
|
||||
break;
|
||||
}
|
||||
default:
|
||||
@ -124,18 +129,16 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
|
||||
rasterizer->OnCPUWrite(addr, size);
|
||||
}
|
||||
|
||||
void ThreadManager::WaitIdle() const {
|
||||
while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
|
||||
state.is_running) {
|
||||
}
|
||||
}
|
||||
|
||||
void ThreadManager::ShutDown() {
|
||||
if (!state.is_running) {
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard lk(state.write_lock);
|
||||
state.is_running = false;
|
||||
state.cv.notify_all();
|
||||
}
|
||||
|
||||
if (!thread.joinable()) {
|
||||
return;
|
||||
@ -150,15 +153,21 @@ void ThreadManager::OnCommandListEnd() {
|
||||
PushCommand(OnCommandListEndCommand());
|
||||
}
|
||||
|
||||
u64 ThreadManager::PushCommand(CommandData&& command_data) {
|
||||
std::unique_lock lk(state.write_lock);
|
||||
const u64 fence{++state.last_fence};
|
||||
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
|
||||
|
||||
u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
|
||||
if (!is_async) {
|
||||
// In synchronous GPU mode, block the caller until the command has executed
|
||||
lk.unlock();
|
||||
WaitIdle();
|
||||
block = true;
|
||||
}
|
||||
|
||||
std::unique_lock lk(state.write_lock);
|
||||
const u64 fence{++state.last_fence};
|
||||
state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
|
||||
|
||||
if (block) {
|
||||
state.cv.wait(lk, [this, fence] {
|
||||
return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
|
||||
!state.is_running;
|
||||
});
|
||||
}
|
||||
|
||||
return fence;
|
||||
|
@ -90,11 +90,12 @@ using CommandData =
|
||||
struct CommandDataContainer {
|
||||
CommandDataContainer() = default;
|
||||
|
||||
explicit CommandDataContainer(CommandData&& data_, u64 next_fence_)
|
||||
: data{std::move(data_)}, fence{next_fence_} {}
|
||||
explicit CommandDataContainer(CommandData&& data_, u64 next_fence_, bool block_)
|
||||
: data{std::move(data_)}, fence{next_fence_}, block(block_) {}
|
||||
|
||||
CommandData data;
|
||||
u64 fence{};
|
||||
bool block{};
|
||||
};
|
||||
|
||||
/// Struct used to synchronize the GPU thread
|
||||
@ -106,6 +107,7 @@ struct SynchState final {
|
||||
CommandQueue queue;
|
||||
u64 last_fence{};
|
||||
std::atomic<u64> signaled_fence{};
|
||||
std::condition_variable cv;
|
||||
};
|
||||
|
||||
/// Class used to manage the GPU thread
|
||||
@ -140,10 +142,7 @@ public:
|
||||
|
||||
private:
|
||||
/// Pushes a command to be executed by the GPU thread
|
||||
u64 PushCommand(CommandData&& command_data);
|
||||
|
||||
// Wait until the gpu thread is idle.
|
||||
void WaitIdle() const;
|
||||
u64 PushCommand(CommandData&& command_data, bool block = false);
|
||||
|
||||
Core::System& system;
|
||||
const bool is_async;
|
||||
|
Loading…
Reference in New Issue
Block a user