GPU: Implement a Fence Manager.
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6 changed files with 208 additions and 23 deletions
97
src/video_core/fence_manager.h
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97
src/video_core/fence_manager.h
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <algorithm>
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#include <array>
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#include <queue>
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#include <memory>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "core/core.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "video_core/gpu.h"
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#include "video_core/memory_manager.h"
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#include "video_core/rasterizer_interface.h"
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namespace VideoCommon {
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class FenceBase {
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public:
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FenceBase(GPUVAddr address, u32 payload) : address{address}, payload{payload} {}
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constexpr GPUVAddr GetAddress() const {
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return address;
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}
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constexpr u32 GetPayload() const {
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return payload;
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}
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private:
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GPUVAddr address;
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u32 payload;
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};
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template <typename TFence, typename TTextureCache>
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class FenceManager {
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public:
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void SignalFence(GPUVAddr addr, u32 value) {
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TryReleasePendingFences();
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TFence new_fence = CreateFence(addr, value);
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QueueFence(new_fence);
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fences.push(new_fence);
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texture_cache.CommitAsyncFlushes();
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rasterizer.FlushCommands();
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rasterizer.SyncGuestHost();
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}
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void WaitPendingFences() {
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while (!fences.empty()) {
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TFence& current_fence = fences.front();
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WaitFence(current_fence);
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texture_cache.PopAsyncFlushes();
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auto& gpu{system.GPU()};
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auto& memory_manager{gpu.MemoryManager()};
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memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
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fences.pop();
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}
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}
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protected:
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FenceManager(Core::System& system, VideoCore::RasterizerInterface& rasterizer,
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TTextureCache& texture_cache)
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: system{system}, rasterizer{rasterizer}, texture_cache{texture_cache} {}
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virtual TFence CreateFence(GPUVAddr addr, u32 value) = 0;
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virtual void QueueFence(TFence& fence) = 0;
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virtual bool IsFenceSignaled(TFence& fence) = 0;
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virtual void WaitFence(TFence& fence) = 0;
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Core::System& system;
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VideoCore::RasterizerInterface& rasterizer;
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TTextureCache& texture_cache;
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private:
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void TryReleasePendingFences() {
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while (!fences.empty()) {
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TFence& current_fence = fences.front();
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if (!IsFenceSignaled(current_fence)) {
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return;
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}
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texture_cache.PopAsyncFlushes();
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auto& gpu{system.GPU()};
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auto& memory_manager{gpu.MemoryManager()};
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memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
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fences.pop();
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}
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}
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std::queue<TFence> fences;
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};
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} // namespace VideoCommon
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