gpu_asynch: Simplify synchronization to a simpler consumer->producer scheme.
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2 changed files with 3 additions and 47 deletions
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@ -88,41 +88,9 @@ struct CommandDataContainer {
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/// Struct used to synchronize the GPU thread
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struct SynchState final {
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std::atomic_bool is_running{true};
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std::atomic_int queued_frame_count{};
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std::mutex synchronization_mutex;
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std::mutex commands_mutex;
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std::condition_variable commands_condition;
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std::condition_variable synchronization_condition;
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/// Returns true if the gap in GPU commands is small enough that we can consider the CPU and GPU
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/// synchronized. This is entirely empirical.
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bool IsSynchronized() const {
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constexpr std::size_t max_queue_gap{5};
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return queue.Size() <= max_queue_gap;
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}
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void TrySynchronize() {
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if (IsSynchronized()) {
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std::lock_guard lock{synchronization_mutex};
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synchronization_condition.notify_one();
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}
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}
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void WaitForSynchronization(u64 fence);
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void SignalCommands() {
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if (queue.Empty()) {
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return;
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}
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commands_condition.notify_one();
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}
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void WaitForCommands() {
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std::unique_lock lock{commands_mutex};
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commands_condition.wait(lock, [this] { return !queue.Empty(); });
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}
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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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