677a8b208d
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "core/hardware_interrupt_manager.h"
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#include "video_core/gpu_asynch.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon {
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GPUAsynch::GPUAsynch(Core::System& system_, bool use_nvdec_)
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: GPU{system_, true, use_nvdec_}, gpu_thread{system_} {}
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GPUAsynch::~GPUAsynch() = default;
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void GPUAsynch::Start() {
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gpu_thread.StartThread(*renderer, renderer->Context(), *dma_pusher, *cdma_pusher);
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cpu_context = renderer->GetRenderWindow().CreateSharedContext();
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cpu_context->MakeCurrent();
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}
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void GPUAsynch::ObtainContext() {
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cpu_context->MakeCurrent();
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}
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void GPUAsynch::ReleaseContext() {
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cpu_context->DoneCurrent();
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}
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void GPUAsynch::PushGPUEntries(Tegra::CommandList&& entries) {
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gpu_thread.SubmitList(std::move(entries));
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}
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void GPUAsynch::PushCommandBuffer(Tegra::ChCommandHeaderList& entries) {
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if (!use_nvdec) {
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return;
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}
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// This condition fires when a video stream ends, clear all intermediary data
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if (entries[0].raw == 0xDEADB33F) {
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cdma_pusher.reset();
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return;
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}
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if (!cdma_pusher) {
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cdma_pusher = std::make_unique<Tegra::CDmaPusher>(*this);
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}
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// SubmitCommandBuffer would make the nvdec operations async, this is not currently working
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// TODO(ameerj): RE proper async nvdec operation
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// gpu_thread.SubmitCommandBuffer(std::move(entries));
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cdma_pusher->Push(std::move(entries));
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cdma_pusher->DispatchCalls();
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}
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void GPUAsynch::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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gpu_thread.SwapBuffers(framebuffer);
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}
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void GPUAsynch::FlushRegion(VAddr addr, u64 size) {
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gpu_thread.FlushRegion(addr, size);
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}
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void GPUAsynch::InvalidateRegion(VAddr addr, u64 size) {
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gpu_thread.InvalidateRegion(addr, size);
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}
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void GPUAsynch::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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gpu_thread.FlushAndInvalidateRegion(addr, size);
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}
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void GPUAsynch::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
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auto& interrupt_manager = system.InterruptManager();
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interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
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}
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void GPUAsynch::WaitIdle() const {
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gpu_thread.WaitIdle();
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}
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void GPUAsynch::OnCommandListEnd() {
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gpu_thread.OnCommandListEnd();
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}
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} // namespace VideoCommon
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