common/threadsafe_queue: Provide Wait() method.

It shall block until there is something to consume in the queue.

And use it for the GPU emulation instead of the spin loop.
This is only in booting the emulator, however in BOTW this is the case for about 1 second.
This commit is contained in:
Markus Wick 2021-04-06 20:30:22 +02:00
parent 3173a53db9
commit 4aec060f6d
2 changed files with 10 additions and 3 deletions

View file

@ -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();
} }

View file

@ -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) {