gpu_asynch: Simplify synchronization to a simpler consumer->producer scheme.
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@ -21,7 +21,7 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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MicroProfileOnThreadCreate("GpuThread");
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MicroProfileOnThreadCreate("GpuThread");
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// Wait for first GPU command before acquiring the window context
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// Wait for first GPU command before acquiring the window context
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state.WaitForCommands();
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while (state.queue.Empty());
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// If emulation was stopped during disk shader loading, abort before trying to acquire context
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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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if (!state.is_running) {
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@ -32,7 +32,6 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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CommandDataContainer next;
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CommandDataContainer next;
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while (state.is_running) {
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while (state.is_running) {
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state.WaitForCommands();
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while (!state.queue.Empty()) {
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while (!state.queue.Empty()) {
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state.queue.Pop(next);
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state.queue.Pop(next);
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if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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if (const auto submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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@ -49,8 +48,7 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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} else {
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} else {
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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state.signaled_fence = next.fence;
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state.signaled_fence.store(next.fence);
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state.TrySynchronize();
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}
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}
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}
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}
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}
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}
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@ -100,22 +98,12 @@ void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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const u64 fence{++state.last_fence};
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const u64 fence{++state.last_fence};
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state.queue.Push(CommandDataContainer(std::move(command_data), fence));
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state.queue.Push(CommandDataContainer(std::move(command_data), fence));
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state.SignalCommands();
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return fence;
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return fence;
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}
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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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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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void SynchState::WaitForSynchronization(u64 fence) {
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if (signaled_fence >= fence) {
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while (signaled_fence.load() < fence);
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return;
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}
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// Wait for the GPU to be idle (all commands to be executed)
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{
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MICROPROFILE_SCOPE(GPU_wait);
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std::unique_lock lock{synchronization_mutex};
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synchronization_condition.wait(lock, [this, fence] { return signaled_fence >= fence; });
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}
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}
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}
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} // namespace VideoCommon::GPUThread
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} // namespace VideoCommon::GPUThread
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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 used to synchronize the GPU thread
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struct SynchState final {
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struct SynchState final {
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std::atomic_bool is_running{true};
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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 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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using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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CommandQueue queue;
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CommandQueue queue;
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u64 last_fence{};
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u64 last_fence{};
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