forked from suyu/suyu
Core: Wait for GPU to be idle before shutting down.
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69fa2e6525
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3f104464de
7 changed files with 19 additions and 0 deletions
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@ -252,6 +252,8 @@ struct System::Impl {
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is_powered_on = false;
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exit_lock = false;
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gpu_core->WaitIdle();
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// Shutdown emulation session
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renderer.reset();
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GDBStub::Shutdown();
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@ -177,6 +177,9 @@ public:
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/// Returns a reference to the GPU DMA pusher.
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Tegra::DmaPusher& DmaPusher();
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// Waits for the GPU to finish working
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virtual void WaitIdle() const = 0;
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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void WaitFence(u32 syncpoint_id, u32 value) const;
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@ -44,4 +44,8 @@ void GPUAsynch::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) con
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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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} // namespace VideoCommon
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@ -25,6 +25,7 @@ public:
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void FlushRegion(CacheAddr addr, u64 size) override;
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void InvalidateRegion(CacheAddr addr, u64 size) override;
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void FlushAndInvalidateRegion(CacheAddr addr, u64 size) override;
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void WaitIdle() const override;
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protected:
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void TriggerCpuInterrupt(u32 syncpoint_id, u32 value) const override;
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@ -24,6 +24,7 @@ public:
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void FlushRegion(CacheAddr addr, u64 size) override;
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void InvalidateRegion(CacheAddr addr, u64 size) override;
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void FlushAndInvalidateRegion(CacheAddr addr, u64 size) override;
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void WaitIdle() const override {}
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protected:
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void TriggerCpuInterrupt([[maybe_unused]] u32 syncpoint_id,
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@ -90,6 +90,11 @@ void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
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InvalidateRegion(addr, size);
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}
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void ThreadManager::WaitIdle() const {
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while (state.last_fence > state.signaled_fence.load()) {
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}
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}
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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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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@ -116,6 +116,9 @@ public:
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/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
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void FlushAndInvalidateRegion(CacheAddr addr, u64 size);
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// Wait until the gpu thread is idle.
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void WaitIdle() const;
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private:
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/// Pushes a command to be executed by the GPU thread
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u64 PushCommand(CommandData&& command_data);
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