GPU: Implement a Fence Manager.
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487379c593
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1f345ebe3a
6 changed files with 208 additions and 23 deletions
55
src/video_core/renderer_opengl/gl_fence_manager.cpp
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55
src/video_core/renderer_opengl/gl_fence_manager.cpp
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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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#include "common/assert.h"
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#include "video_core/renderer_opengl/gl_fence_manager.h"
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namespace OpenGL {
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GLInnerFence::GLInnerFence(GPUVAddr address, u32 payload)
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: VideoCommon::FenceBase(address, payload), sync_object{} {}
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GLInnerFence::~GLInnerFence() = default;
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void GLInnerFence::Queue() {
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ASSERT(sync_object.handle == 0);
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sync_object.Create();
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}
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bool GLInnerFence::IsSignaled() const {
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ASSERT(sync_object.handle != 0);
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GLsizei length;
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GLint sync_status;
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glGetSynciv(sync_object.handle, GL_SYNC_STATUS, sizeof(GLint), &length, &sync_status);
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return sync_status == GL_SIGNALED;
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}
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void GLInnerFence::Wait() {
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ASSERT(sync_object.handle != 0);
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while (glClientWaitSync(sync_object.handle, 0, 1000) == GL_TIMEOUT_EXPIRED)
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;
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}
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FenceManagerOpenGL::FenceManagerOpenGL(Core::System& system, VideoCore::RasterizerInterface& rasterizer,
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TextureCacheOpenGL& texture_cache)
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: GenericFenceManager(system, rasterizer, texture_cache) {}
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Fence FenceManagerOpenGL::CreateFence(GPUVAddr addr, u32 value) {
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return std::make_shared<GLInnerFence>(addr, value);
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}
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void FenceManagerOpenGL::QueueFence(Fence& fence) {
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fence->Queue();
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}
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bool FenceManagerOpenGL::IsFenceSignaled(Fence& fence) {
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return fence->IsSignaled();
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}
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void FenceManagerOpenGL::WaitFence(Fence& fence) {
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fence->Wait();
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}
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} // namespace OpenGL
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47
src/video_core/renderer_opengl/gl_fence_manager.h
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47
src/video_core/renderer_opengl/gl_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 <memory>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/fence_manager.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_texture_cache.h"
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namespace OpenGL {
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class GLInnerFence : public VideoCommon::FenceBase {
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public:
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GLInnerFence(GPUVAddr address, u32 payload);
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~GLInnerFence();
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void Queue();
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bool IsSignaled() const;
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void Wait();
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private:
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OGLSync sync_object;
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};
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using Fence = std::shared_ptr<GLInnerFence>;
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using GenericFenceManager = VideoCommon::FenceManager<Fence, TextureCacheOpenGL>;
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class FenceManagerOpenGL final : public GenericFenceManager {
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public:
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FenceManagerOpenGL(Core::System& system, VideoCore::RasterizerInterface& rasterizer,
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TextureCacheOpenGL& texture_cache);
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protected:
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Fence CreateFence(GPUVAddr addr, u32 value) override;
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void QueueFence(Fence& fence) override;
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bool IsFenceSignaled(Fence& fence) override;
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void WaitFence(Fence& fence) override;
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};
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} // namespace OpenGL
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@ -101,7 +101,8 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
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: RasterizerAccelerated{system.Memory()}, texture_cache{system, *this, device, state_tracker},
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shader_cache{*this, system, emu_window, device}, query_cache{system, *this}, system{system},
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screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker},
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buffer_cache{*this, system, device, STREAM_BUFFER_SIZE} {
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buffer_cache{*this, system, device, STREAM_BUFFER_SIZE}, fence_manager{system, *this,
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texture_cache} {
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CheckExtensions();
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}
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@ -677,31 +678,11 @@ void RasterizerOpenGL::SyncGuestHost() {
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}
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void RasterizerOpenGL::SignalFence(GPUVAddr addr, u32 value) {
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if (!fences.empty()) {
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const std::pair<GPUVAddr, u32>& current_fence = fences.front();
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const auto [address, payload] = 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>(address, payload);
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fences.pop_front();
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}
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fences.emplace_back(addr, value);
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texture_cache.CommitAsyncFlushes();
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FlushCommands();
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SyncGuestHost();
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fence_manager.SignalFence(addr, value);
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}
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void RasterizerOpenGL::ReleaseFences() {
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while (!fences.empty()) {
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const std::pair<GPUVAddr, u32>& current_fence = fences.front();
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const auto [address, payload] = 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>(address, payload);
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fences.pop_front();
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}
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fence_manager.WaitPendingFences();
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}
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void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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@ -23,6 +23,7 @@
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/gl_buffer_cache.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_fence_manager.h"
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#include "video_core/renderer_opengl/gl_framebuffer_cache.h"
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#include "video_core/renderer_opengl/gl_query_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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@ -226,6 +227,7 @@ private:
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SamplerCacheOpenGL sampler_cache;
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FramebufferCacheOpenGL framebuffer_cache;
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QueryCache query_cache;
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FenceManagerOpenGL fence_manager;
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Core::System& system;
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ScreenInfo& screen_info;
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