GPU: Implement Flush Requests for Async mode.
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af9f901764
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6 changed files with 70 additions and 8 deletions
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@ -15,8 +15,9 @@
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namespace VideoCommon::GPUThread {
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/// Runs the GPU thread
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static void RunThread(VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context,
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Tegra::DmaPusher& dma_pusher, SynchState& state) {
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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) {
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MicroProfileOnThreadCreate("GpuThread");
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// Wait for first GPU command before acquiring the window context
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@ -40,6 +41,8 @@ static void RunThread(VideoCore::RendererBase& renderer, Core::Frontend::Graphic
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renderer.SwapBuffers(data->framebuffer ? &*data->framebuffer : nullptr);
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} else if (const auto data = std::get_if<OnCommandListEndCommand>(&next.data)) {
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renderer.Rasterizer().ReleaseFences();
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} else if (const auto data = std::get_if<GPUTickCommand>(&next.data)) {
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system.GPU().TickWork();
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} else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
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renderer.Rasterizer().FlushRegion(data->addr, data->size);
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} else if (const auto data = std::get_if<InvalidateRegionCommand>(&next.data)) {
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@ -68,8 +71,8 @@ ThreadManager::~ThreadManager() {
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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) {
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thread = std::thread{RunThread, std::ref(renderer), std::ref(context), std::ref(dma_pusher),
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std::ref(state)};
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thread = std::thread{RunThread, std::ref(system), std::ref(renderer),
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std::ref(context), std::ref(dma_pusher), std::ref(state)};
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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@ -85,8 +88,10 @@ void ThreadManager::FlushRegion(VAddr addr, u64 size) {
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return;
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}
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if (system.Renderer().Rasterizer().MustFlushRegion(addr, size)) {
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u64 fence = PushCommand(FlushRegionCommand(addr, size));
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while (fence > state.signaled_fence.load(std::memory_order_relaxed)) {
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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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}
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}
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