video_core: Remove all Core::System references in renderer

Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.

This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
This commit is contained in:
ReinUsesLisp 2020-06-11 21:24:45 -03:00
parent 045f50bc7f
commit 9e87193725
53 changed files with 573 additions and 633 deletions

View file

@ -95,10 +95,12 @@ template <class QueryCache, class CachedQuery, class CounterStream, class HostCo
class QueryPool>
class QueryCacheBase {
public:
explicit QueryCacheBase(Core::System& system, VideoCore::RasterizerInterface& rasterizer)
: system{system}, rasterizer{rasterizer}, streams{{CounterStream{
static_cast<QueryCache&>(*this),
VideoCore::QueryType::SamplesPassed}}} {}
explicit QueryCacheBase(VideoCore::RasterizerInterface& rasterizer_,
Tegra::Engines::Maxwell3D& maxwell3d_,
Tegra::MemoryManager& gpu_memory_)
: rasterizer{rasterizer_}, maxwell3d{maxwell3d_},
gpu_memory{gpu_memory_}, streams{{CounterStream{static_cast<QueryCache&>(*this),
VideoCore::QueryType::SamplesPassed}}} {}
void InvalidateRegion(VAddr addr, std::size_t size) {
std::unique_lock lock{mutex};
@ -118,29 +120,27 @@ public:
*/
void Query(GPUVAddr gpu_addr, VideoCore::QueryType type, std::optional<u64> timestamp) {
std::unique_lock lock{mutex};
auto& memory_manager = system.GPU().MemoryManager();
const std::optional<VAddr> cpu_addr_opt = memory_manager.GpuToCpuAddress(gpu_addr);
ASSERT(cpu_addr_opt);
VAddr cpu_addr = *cpu_addr_opt;
const std::optional<VAddr> cpu_addr = gpu_memory.GpuToCpuAddress(gpu_addr);
ASSERT(cpu_addr);
CachedQuery* query = TryGet(cpu_addr);
CachedQuery* query = TryGet(*cpu_addr);
if (!query) {
ASSERT_OR_EXECUTE(cpu_addr_opt, return;);
const auto host_ptr = memory_manager.GetPointer(gpu_addr);
ASSERT_OR_EXECUTE(cpu_addr, return;);
u8* const host_ptr = gpu_memory.GetPointer(gpu_addr);
query = Register(type, cpu_addr, host_ptr, timestamp.has_value());
query = Register(type, *cpu_addr, host_ptr, timestamp.has_value());
}
query->BindCounter(Stream(type).Current(), timestamp);
if (Settings::values.use_asynchronous_gpu_emulation.GetValue()) {
AsyncFlushQuery(cpu_addr);
AsyncFlushQuery(*cpu_addr);
}
}
/// Updates counters from GPU state. Expected to be called once per draw, clear or dispatch.
void UpdateCounters() {
std::unique_lock lock{mutex};
const auto& regs = system.GPU().Maxwell3D().regs;
const auto& regs = maxwell3d.regs;
Stream(VideoCore::QueryType::SamplesPassed).Update(regs.samplecnt_enable);
}
@ -270,8 +270,9 @@ private:
static constexpr std::uintptr_t PAGE_SIZE = 4096;
static constexpr unsigned PAGE_BITS = 12;
Core::System& system;
VideoCore::RasterizerInterface& rasterizer;
Tegra::Engines::Maxwell3D& maxwell3d;
Tegra::MemoryManager& gpu_memory;
std::recursive_mutex mutex;