Fence Manager: remove reference fencing.
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parent
2c8f4ed27f
commit
4a09517336
3 changed files with 6 additions and 31 deletions
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@ -60,23 +60,6 @@ public:
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buffer_cache.AccumulateFlushes();
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}
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void SignalReference() {
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// Only sync references on High
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if (Settings::values.gpu_accuracy.GetValue() != Settings::GPUAccuracy::High) {
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return;
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}
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TryReleasePendingFences();
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const bool should_flush = ShouldFlush();
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CommitAsyncFlushes();
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TFence new_fence = CreateFence(0, 0, !should_flush);
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fences.push(new_fence);
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QueueFence(new_fence);
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if (should_flush) {
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rasterizer.FlushCommands();
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}
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rasterizer.SyncGuestHost();
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}
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void SignalSemaphore(GPUVAddr addr, u32 value) {
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TryReleasePendingFences();
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const bool should_flush = ShouldFlush();
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@ -111,10 +94,8 @@ public:
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}
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PopAsyncFlushes();
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if (current_fence->IsSemaphore()) {
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if (current_fence->GetAddress() != 0) {
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gpu_memory.template Write<u32>(current_fence->GetAddress(),
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current_fence->GetPayload());
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}
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gpu_memory.template Write<u32>(current_fence->GetAddress(),
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current_fence->GetPayload());
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} else {
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gpu.IncrementSyncPoint(current_fence->GetPayload());
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}
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