GPU: Implement Flush Requests for Async mode.

This commit is contained in:
Fernando Sahmkow 2020-02-20 11:55:32 -04:00
parent af9f901764
commit 7986c97ed2
6 changed files with 70 additions and 8 deletions

View file

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