Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...

This commit is contained in:
gdkchan 2018-04-25 23:11:26 -03:00
parent 211f7f69db
commit a38a72b062
27 changed files with 816 additions and 199 deletions

View file

@ -14,23 +14,23 @@ namespace Ryujinx.Core.OsHle.Handles
{
public KThread Thread { get; private set; }
public ManualResetEvent SyncWaitEvent { get; private set; }
public AutoResetEvent SchedWaitEvent { get; private set; }
public bool IsActive { get; set; }
public bool Active { get; set; }
public int SyncTimeout { get; set; }
public AutoResetEvent WaitSync { get; private set; }
public ManualResetEvent WaitActivity { get; private set; }
public AutoResetEvent WaitSched { get; private set; }
public SchedulerThread(KThread Thread)
{
this.Thread = Thread;
SyncWaitEvent = new ManualResetEvent(true);
SchedWaitEvent = new AutoResetEvent(false);
IsActive = true;
Active = true;
WaitSync = new AutoResetEvent(false);
SyncTimeout = 0;
WaitActivity = new ManualResetEvent(true);
WaitSched = new AutoResetEvent(false);
}
public void Dispose()
@ -42,8 +42,11 @@ namespace Ryujinx.Core.OsHle.Handles
{
if (Disposing)
{
SyncWaitEvent.Dispose();
SchedWaitEvent.Dispose();
WaitSync.Dispose();
WaitActivity.Dispose();
WaitSched.Dispose();
}
}
}
@ -206,25 +209,46 @@ namespace Ryujinx.Core.OsHle.Handles
throw new InvalidOperationException();
}
SchedThread.Active = Active;
SchedThread.IsActive = Active;
UpdateSyncWaitEvent(SchedThread);
WaitIfNeeded(SchedThread);
if (Active)
{
SchedThread.WaitActivity.Set();
}
else
{
SchedThread.WaitActivity.Reset();
}
}
public bool EnterWait(KThread Thread, int Timeout = -1)
public void EnterWait(KThread Thread)
{
if (!AllThreads.TryGetValue(Thread, out SchedulerThread SchedThread))
{
throw new InvalidOperationException();
}
SchedThread.SyncTimeout = Timeout;
Suspend(Thread.ProcessorId);
UpdateSyncWaitEvent(SchedThread);
SchedThread.WaitSync.WaitOne();
return WaitIfNeeded(SchedThread);
TryResumingExecution(SchedThread);
}
public bool EnterWait(KThread Thread, int Timeout)
{
if (!AllThreads.TryGetValue(Thread, out SchedulerThread SchedThread))
{
throw new InvalidOperationException();
}
Suspend(Thread.ProcessorId);
bool Result = SchedThread.WaitSync.WaitOne(Timeout);
TryResumingExecution(SchedThread);
return Result;
}
public void WakeUp(KThread Thread)
@ -234,39 +258,7 @@ namespace Ryujinx.Core.OsHle.Handles
throw new InvalidOperationException();
}
SchedThread.SyncTimeout = 0;
UpdateSyncWaitEvent(SchedThread);
WaitIfNeeded(SchedThread);
}
private void UpdateSyncWaitEvent(SchedulerThread SchedThread)
{
if (SchedThread.Active && SchedThread.SyncTimeout == 0)
{
SchedThread.SyncWaitEvent.Set();
}
else
{
SchedThread.SyncWaitEvent.Reset();
}
}
private bool WaitIfNeeded(SchedulerThread SchedThread)
{
KThread Thread = SchedThread.Thread;
if (!IsActive(SchedThread) && Thread.Thread.IsCurrentThread())
{
Suspend(Thread.ProcessorId);
return Resume(Thread);
}
else
{
return false;
}
SchedThread.WaitSync.Set();
}
public void Suspend(int ProcessorId)
@ -292,53 +284,52 @@ namespace Ryujinx.Core.OsHle.Handles
{
PrintDbgThreadInfo(Thread, "yielded execution.");
lock (SchedLock)
if (IsActive(Thread))
{
SchedulerThread SchedThread = WaitingToRun[Thread.ProcessorId].Pop(Thread.ActualPriority);
if (IsActive(Thread) && SchedThread == null)
lock (SchedLock)
{
PrintDbgThreadInfo(Thread, "resumed because theres nothing better to run.");
SchedulerThread SchedThread = WaitingToRun[Thread.ProcessorId].Pop(Thread.ActualPriority);
return;
}
if (SchedThread == null)
{
PrintDbgThreadInfo(Thread, "resumed because theres nothing better to run.");
if (SchedThread != null)
{
RunThread(SchedThread);
return;
}
if (SchedThread != null)
{
RunThread(SchedThread);
}
}
}
else
{
//Just stop running the thread if it's not active,
//and run whatever is waiting to run with the higuest priority.
Suspend(Thread.ProcessorId);
}
Resume(Thread);
}
public bool Resume(KThread Thread)
public void Resume(KThread Thread)
{
if (!AllThreads.TryGetValue(Thread, out SchedulerThread SchedThread))
{
throw new InvalidOperationException();
}
return TryResumingExecution(SchedThread);
TryResumingExecution(SchedThread);
}
private bool TryResumingExecution(SchedulerThread SchedThread)
private void TryResumingExecution(SchedulerThread SchedThread)
{
KThread Thread = SchedThread.Thread;
if (!SchedThread.Active || SchedThread.SyncTimeout != 0)
{
PrintDbgThreadInfo(Thread, "entering inactive wait state...");
}
PrintDbgThreadInfo(Thread, "trying to resume...");
bool Result = false;
if (SchedThread.SyncTimeout != 0)
{
Result = SchedThread.SyncWaitEvent.WaitOne(SchedThread.SyncTimeout);
SchedThread.SyncTimeout = 0;
}
SchedThread.WaitActivity.WaitOne();
lock (SchedLock)
{
@ -346,7 +337,7 @@ namespace Ryujinx.Core.OsHle.Handles
{
PrintDbgThreadInfo(Thread, "resuming execution...");
return Result;
return;
}
WaitingToRun[Thread.ProcessorId].Push(SchedThread);
@ -354,18 +345,16 @@ namespace Ryujinx.Core.OsHle.Handles
PrintDbgThreadInfo(Thread, "entering wait state...");
}
SchedThread.SchedWaitEvent.WaitOne();
SchedThread.WaitSched.WaitOne();
PrintDbgThreadInfo(Thread, "resuming execution...");
return Result;
}
private void RunThread(SchedulerThread SchedThread)
{
if (!SchedThread.Thread.Thread.Execute())
{
SchedThread.SchedWaitEvent.Set();
SchedThread.WaitSched.Set();
}
else
{
@ -380,21 +369,16 @@ namespace Ryujinx.Core.OsHle.Handles
throw new InvalidOperationException();
}
return IsActive(SchedThread);
}
private bool IsActive(SchedulerThread SchedThread)
{
return SchedThread.Active && SchedThread.SyncTimeout == 0;
return SchedThread.IsActive;
}
private void PrintDbgThreadInfo(KThread Thread, string Message)
{
Log.PrintDebug(LogClass.KernelScheduler, "(" +
"ThreadId: " + Thread.ThreadId + ", " +
"ProcessorId: " + Thread.ProcessorId + ", " +
"ActualPriority: " + Thread.ActualPriority + ", " +
"WantedPriority: " + Thread.WantedPriority + ") " + Message);
"ThreadId = " + Thread.ThreadId + ", " +
"ProcessorId = " + Thread.ProcessorId + ", " +
"ActualPriority = " + Thread.ActualPriority + ", " +
"WantedPriority = " + Thread.WantedPriority + ") " + Message);
}
public void Dispose()