gpu: Use std::jthread for async gpu thread
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c2ddda2f51
commit
877cd60b00
5 changed files with 18 additions and 69 deletions
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@ -17,9 +17,9 @@
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namespace VideoCommon::GPUThread {
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/// Runs the GPU thread
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static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher,
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SynchState& state) {
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static void RunThread(std::stop_token stop_token, Core::System& system,
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VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context,
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Tegra::DmaPusher& dma_pusher, SynchState& state) {
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std::string name = "yuzu:GPU";
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MicroProfileOnThreadCreate(name.c_str());
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SCOPE_EXIT({ MicroProfileOnThreadExit(); });
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@ -28,20 +28,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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system.RegisterHostThread();
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// Wait for first GPU command before acquiring the window context
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state.queue.Wait();
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// If emulation was stopped during disk shader loading, abort before trying to acquire context
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if (!state.is_running) {
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return;
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}
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auto current_context = context.Acquire();
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VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
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CommandDataContainer next;
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while (state.is_running) {
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next = state.queue.PopWait();
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while (!stop_token.stop_requested()) {
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CommandDataContainer next = state.queue.PopWait(stop_token);
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if (stop_token.stop_requested()) {
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break;
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}
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if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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dma_pusher.Push(std::move(submit_list->entries));
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dma_pusher.DispatchCalls();
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@ -55,8 +49,6 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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rasterizer->FlushRegion(flush->addr, flush->size);
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} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
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rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
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} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
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ASSERT(state.is_running == false);
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} else {
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UNREACHABLE();
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}
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@ -73,16 +65,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
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: system{system_}, is_async{is_async_} {}
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ThreadManager::~ThreadManager() {
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ShutDown();
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}
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ThreadManager::~ThreadManager() = default;
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
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Core::Frontend::GraphicsContext& context,
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Tegra::DmaPusher& dma_pusher) {
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rasterizer = renderer.ReadRasterizer();
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thread = std::thread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
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std::ref(dma_pusher), std::ref(state));
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thread = std::jthread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
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std::ref(dma_pusher), std::ref(state));
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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@ -117,26 +107,6 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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rasterizer->OnCPUWrite(addr, size);
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}
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void ThreadManager::ShutDown() {
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if (!state.is_running) {
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return;
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}
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{
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std::lock_guard lk(state.write_lock);
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state.is_running = false;
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state.cv.notify_all();
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}
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if (!thread.joinable()) {
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return;
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}
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// Notify GPU thread that a shutdown is pending
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PushCommand(EndProcessingCommand());
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thread.join();
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}
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void ThreadManager::OnCommandListEnd() {
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PushCommand(OnCommandListEndCommand());
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}
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@ -152,9 +122,8 @@ u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
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state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
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if (block) {
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state.cv.wait(lk, [this, fence] {
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return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
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!state.is_running;
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state.cv.wait(lk, thread.get_stop_token(), [this, fence] {
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return fence <= state.signaled_fence.load(std::memory_order_relaxed);
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});
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}
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