GPU_Async: Correct fences, display events and more.
This commit uses guest fences on vSync event instead of an articial fake fence we had. It also corrects to keep signaling display events while loading the game as the OS is suppose to send buffers to vSync during that time.
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4e9f975935
commit
5b5e60ffec
6 changed files with 38 additions and 21 deletions
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/microprofile.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/memory.h"
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@ -17,6 +18,8 @@
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namespace Tegra {
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MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
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GPU::GPU(Core::System& system, VideoCore::RendererBase& renderer, bool is_async)
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: system{system}, renderer{renderer}, is_async{is_async} {
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auto& rasterizer{renderer.Rasterizer()};
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@ -63,6 +66,16 @@ const DmaPusher& GPU::DmaPusher() const {
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return *dma_pusher;
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}
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void GPU::WaitFence(u32 syncpoint_id, u32 value) const {
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// Synced GPU, is always in sync
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if (!is_async) {
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return;
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}
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MICROPROFILE_SCOPE(GPU_wait);
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while (syncpoints[syncpoint_id].load() < value) {
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}
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}
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void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
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syncpoints[syncpoint_id]++;
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std::lock_guard lock{sync_mutex};
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@ -177,6 +177,9 @@ public:
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/// Returns a reference to the GPU DMA pusher.
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Tegra::DmaPusher& DmaPusher();
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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void WaitFence(u32 syncpoint_id, u32 value) const;
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void IncrementSyncPoint(u32 syncpoint_id);
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u32 GetSyncpointValue(u32 syncpoint_id) const;
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@ -5,8 +5,6 @@
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#include "common/assert.h"
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#include "common/microprofile.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/core_timing_util.h"
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#include "core/frontend/scope_acquire_window_context.h"
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#include "video_core/dma_pusher.h"
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#include "video_core/gpu.h"
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@ -68,14 +66,10 @@ ThreadManager::~ThreadManager() {
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) {
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thread = std::thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)};
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synchronization_event = system.CoreTiming().RegisterEvent(
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"GPUThreadSynch", [this](u64 fence, s64) { state.WaitForSynchronization(fence); });
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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const u64 fence{PushCommand(SubmitListCommand(std::move(entries)))};
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const s64 synchronization_ticks{Core::Timing::usToCycles(std::chrono::microseconds{9000})};
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system.CoreTiming().ScheduleEvent(synchronization_ticks, synchronization_event, fence);
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PushCommand(SubmitListCommand(std::move(entries)));
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}
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void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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@ -102,10 +96,4 @@ u64 ThreadManager::PushCommand(CommandData&& command_data) {
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return fence;
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}
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MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
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void SynchState::WaitForSynchronization(u64 fence) {
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while (signaled_fence.load() < fence)
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;
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}
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} // namespace VideoCommon::GPUThread
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@ -21,9 +21,6 @@ class DmaPusher;
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namespace Core {
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class System;
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namespace Timing {
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struct EventType;
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} // namespace Timing
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} // namespace Core
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namespace VideoCommon::GPUThread {
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@ -89,8 +86,6 @@ struct CommandDataContainer {
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struct SynchState final {
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std::atomic_bool is_running{true};
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void WaitForSynchronization(u64 fence);
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using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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CommandQueue queue;
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u64 last_fence{};
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@ -128,7 +123,6 @@ private:
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private:
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SynchState state;
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Core::System& system;
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Core::Timing::EventType* synchronization_event{};
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std::thread thread;
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std::thread::id thread_id;
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};
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