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
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5b5e60ffec
6 changed files with 38 additions and 21 deletions
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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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