Merge pull request #6162 from degasus/no_spin_loops
video_core: Avoid spin loops.
This commit is contained in:
commit
d6e5e053a6
@ -83,11 +83,15 @@ public:
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
T PopWait() {
|
void Wait() {
|
||||||
if (Empty()) {
|
if (Empty()) {
|
||||||
std::unique_lock lock{cv_mutex};
|
std::unique_lock lock{cv_mutex};
|
||||||
cv.wait(lock, [this]() { return !Empty(); });
|
cv.wait(lock, [this]() { return !Empty(); });
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
T PopWait() {
|
||||||
|
Wait();
|
||||||
T t;
|
T t;
|
||||||
Pop(t);
|
Pop(t);
|
||||||
return t;
|
return t;
|
||||||
@ -156,6 +160,10 @@ public:
|
|||||||
return spsc_queue.Pop(t);
|
return spsc_queue.Pop(t);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Wait() {
|
||||||
|
spsc_queue.Wait();
|
||||||
|
}
|
||||||
|
|
||||||
T PopWait() {
|
T PopWait() {
|
||||||
return spsc_queue.PopWait();
|
return spsc_queue.PopWait();
|
||||||
}
|
}
|
||||||
|
@ -296,7 +296,7 @@ struct System::Impl {
|
|||||||
exit_lock = false;
|
exit_lock = false;
|
||||||
|
|
||||||
if (gpu_core) {
|
if (gpu_core) {
|
||||||
gpu_core->WaitIdle();
|
gpu_core->ShutDown();
|
||||||
}
|
}
|
||||||
|
|
||||||
services.reset();
|
services.reset();
|
||||||
|
@ -517,8 +517,8 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
|
|||||||
interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
|
interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GPU::WaitIdle() const {
|
void GPU::ShutDown() {
|
||||||
gpu_thread.WaitIdle();
|
gpu_thread.ShutDown();
|
||||||
}
|
}
|
||||||
|
|
||||||
void GPU::OnCommandListEnd() {
|
void GPU::OnCommandListEnd() {
|
||||||
|
@ -219,8 +219,8 @@ public:
|
|||||||
return *shader_notify;
|
return *shader_notify;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Waits for the GPU to finish working
|
// Stops the GPU execution and waits for the GPU to finish working
|
||||||
void WaitIdle() const;
|
void ShutDown();
|
||||||
|
|
||||||
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
|
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
|
||||||
void WaitFence(u32 syncpoint_id, u32 value);
|
void WaitFence(u32 syncpoint_id, u32 value);
|
||||||
|
@ -29,8 +29,7 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
|
|||||||
system.RegisterHostThread();
|
system.RegisterHostThread();
|
||||||
|
|
||||||
// Wait for first GPU command before acquiring the window context
|
// Wait for first GPU command before acquiring the window context
|
||||||
while (state.queue.Empty())
|
state.queue.Wait();
|
||||||
;
|
|
||||||
|
|
||||||
// If emulation was stopped during disk shader loading, abort before trying to acquire context
|
// If emulation was stopped during disk shader loading, abort before trying to acquire context
|
||||||
if (!state.is_running) {
|
if (!state.is_running) {
|
||||||
@ -57,11 +56,17 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
|
|||||||
} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
|
} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
|
||||||
rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
|
rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
|
||||||
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
|
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
|
||||||
return;
|
ASSERT(state.is_running == false);
|
||||||
} else {
|
} else {
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
}
|
}
|
||||||
state.signaled_fence.store(next.fence);
|
state.signaled_fence.store(next.fence);
|
||||||
|
if (next.block) {
|
||||||
|
// We have to lock the write_lock to ensure that the condition_variable wait not get a
|
||||||
|
// race between the check and the lock itself.
|
||||||
|
std::lock_guard lk(state.write_lock);
|
||||||
|
state.cv.notify_all();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -69,13 +74,7 @@ ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
|
|||||||
: system{system_}, is_async{is_async_} {}
|
: system{system_}, is_async{is_async_} {}
|
||||||
|
|
||||||
ThreadManager::~ThreadManager() {
|
ThreadManager::~ThreadManager() {
|
||||||
if (!thread.joinable()) {
|
ShutDown();
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Notify GPU thread that a shutdown is pending
|
|
||||||
PushCommand(EndProcessingCommand());
|
|
||||||
thread.join();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
|
void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
|
||||||
@ -112,9 +111,8 @@ void ThreadManager::FlushRegion(VAddr addr, u64 size) {
|
|||||||
case Settings::GPUAccuracy::Extreme: {
|
case Settings::GPUAccuracy::Extreme: {
|
||||||
auto& gpu = system.GPU();
|
auto& gpu = system.GPU();
|
||||||
u64 fence = gpu.RequestFlush(addr, size);
|
u64 fence = gpu.RequestFlush(addr, size);
|
||||||
PushCommand(GPUTickCommand());
|
PushCommand(GPUTickCommand(), true);
|
||||||
while (fence > gpu.CurrentFlushRequestFence()) {
|
ASSERT(fence <= gpu.CurrentFlushRequestFence());
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
default:
|
default:
|
||||||
@ -131,23 +129,45 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
|
|||||||
rasterizer->OnCPUWrite(addr, size);
|
rasterizer->OnCPUWrite(addr, size);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ThreadManager::WaitIdle() const {
|
void ThreadManager::ShutDown() {
|
||||||
while (state.last_fence > state.signaled_fence.load(std::memory_order_relaxed) &&
|
if (!state.is_running) {
|
||||||
system.IsPoweredOn()) {
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
std::lock_guard lk(state.write_lock);
|
||||||
|
state.is_running = false;
|
||||||
|
state.cv.notify_all();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!thread.joinable()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify GPU thread that a shutdown is pending
|
||||||
|
PushCommand(EndProcessingCommand());
|
||||||
|
thread.join();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ThreadManager::OnCommandListEnd() {
|
void ThreadManager::OnCommandListEnd() {
|
||||||
PushCommand(OnCommandListEndCommand());
|
PushCommand(OnCommandListEndCommand());
|
||||||
}
|
}
|
||||||
|
|
||||||
u64 ThreadManager::PushCommand(CommandData&& command_data) {
|
u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
|
||||||
const u64 fence{++state.last_fence};
|
|
||||||
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
|
|
||||||
|
|
||||||
if (!is_async) {
|
if (!is_async) {
|
||||||
// In synchronous GPU mode, block the caller until the command has executed
|
// In synchronous GPU mode, block the caller until the command has executed
|
||||||
WaitIdle();
|
block = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::unique_lock lk(state.write_lock);
|
||||||
|
const u64 fence{++state.last_fence};
|
||||||
|
state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
|
||||||
|
|
||||||
|
if (block) {
|
||||||
|
state.cv.wait(lk, [this, fence] {
|
||||||
|
return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
|
||||||
|
!state.is_running;
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
return fence;
|
return fence;
|
||||||
|
@ -90,21 +90,24 @@ using CommandData =
|
|||||||
struct CommandDataContainer {
|
struct CommandDataContainer {
|
||||||
CommandDataContainer() = default;
|
CommandDataContainer() = default;
|
||||||
|
|
||||||
explicit CommandDataContainer(CommandData&& data_, u64 next_fence_)
|
explicit CommandDataContainer(CommandData&& data_, u64 next_fence_, bool block_)
|
||||||
: data{std::move(data_)}, fence{next_fence_} {}
|
: data{std::move(data_)}, fence{next_fence_}, block(block_) {}
|
||||||
|
|
||||||
CommandData data;
|
CommandData data;
|
||||||
u64 fence{};
|
u64 fence{};
|
||||||
|
bool block{};
|
||||||
};
|
};
|
||||||
|
|
||||||
/// Struct used to synchronize the GPU thread
|
/// Struct used to synchronize the GPU thread
|
||||||
struct SynchState final {
|
struct SynchState final {
|
||||||
std::atomic_bool is_running{true};
|
std::atomic_bool is_running{true};
|
||||||
|
|
||||||
using CommandQueue = Common::MPSCQueue<CommandDataContainer>;
|
using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
|
||||||
|
std::mutex write_lock;
|
||||||
CommandQueue queue;
|
CommandQueue queue;
|
||||||
u64 last_fence{};
|
u64 last_fence{};
|
||||||
std::atomic<u64> signaled_fence{};
|
std::atomic<u64> signaled_fence{};
|
||||||
|
std::condition_variable cv;
|
||||||
};
|
};
|
||||||
|
|
||||||
/// Class used to manage the GPU thread
|
/// Class used to manage the GPU thread
|
||||||
@ -132,14 +135,14 @@ public:
|
|||||||
/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
|
/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
|
||||||
void FlushAndInvalidateRegion(VAddr addr, u64 size);
|
void FlushAndInvalidateRegion(VAddr addr, u64 size);
|
||||||
|
|
||||||
// Wait until the gpu thread is idle.
|
// Stops the GPU execution and waits for the GPU to finish working
|
||||||
void WaitIdle() const;
|
void ShutDown();
|
||||||
|
|
||||||
void OnCommandListEnd();
|
void OnCommandListEnd();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/// Pushes a command to be executed by the GPU thread
|
/// Pushes a command to be executed by the GPU thread
|
||||||
u64 PushCommand(CommandData&& command_data);
|
u64 PushCommand(CommandData&& command_data, bool block = false);
|
||||||
|
|
||||||
Core::System& system;
|
Core::System& system;
|
||||||
const bool is_async;
|
const bool is_async;
|
||||||
|
Loading…
Reference in New Issue
Block a user