Fence Manager: remove reference fencing.

This commit is contained in:
Fernando Sahmkow 2021-07-08 03:05:23 +02:00
parent 2c8f4ed27f
commit 4a09517336
3 changed files with 6 additions and 31 deletions

View file

@ -60,23 +60,6 @@ public:
buffer_cache.AccumulateFlushes();
}
void SignalReference() {
// Only sync references on High
if (Settings::values.gpu_accuracy.GetValue() != Settings::GPUAccuracy::High) {
return;
}
TryReleasePendingFences();
const bool should_flush = ShouldFlush();
CommitAsyncFlushes();
TFence new_fence = CreateFence(0, 0, !should_flush);
fences.push(new_fence);
QueueFence(new_fence);
if (should_flush) {
rasterizer.FlushCommands();
}
rasterizer.SyncGuestHost();
}
void SignalSemaphore(GPUVAddr addr, u32 value) {
TryReleasePendingFences();
const bool should_flush = ShouldFlush();
@ -111,10 +94,8 @@ public:
}
PopAsyncFlushes();
if (current_fence->IsSemaphore()) {
if (current_fence->GetAddress() != 0) {
gpu_memory.template Write<u32>(current_fence->GetAddress(),
current_fence->GetPayload());
}
gpu_memory.template Write<u32>(current_fence->GetAddress(),
current_fence->GetPayload());
} else {
gpu.IncrementSyncPoint(current_fence->GetPayload());
}