forked from suyu/suyu
74 lines
2 KiB
C++
74 lines
2 KiB
C++
// Copyright 2020 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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#pragma once
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#include <atomic>
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#include <thread>
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#include "common/common_types.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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namespace Vulkan {
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class Device;
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class MasterSemaphore {
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public:
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explicit MasterSemaphore(const Device& device);
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~MasterSemaphore();
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/// Returns the current logical tick.
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[[nodiscard]] u64 CurrentTick() const noexcept {
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return current_tick.load(std::memory_order_relaxed);
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}
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/// Returns the last known GPU tick.
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[[nodiscard]] u64 KnownGpuTick() const noexcept {
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return gpu_tick.load(std::memory_order_relaxed);
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}
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/// Returns the timeline semaphore handle.
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[[nodiscard]] VkSemaphore Handle() const noexcept {
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return *semaphore;
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}
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/// Returns true when a tick has been hit by the GPU.
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[[nodiscard]] bool IsFree(u64 tick) const noexcept {
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return KnownGpuTick() >= tick;
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}
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/// Advance to the logical tick.
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void NextTick() noexcept {
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++current_tick;
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}
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/// Refresh the known GPU tick
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void Refresh() {
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gpu_tick.store(semaphore.GetCounter(), std::memory_order_relaxed);
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}
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/// Waits for a tick to be hit on the GPU
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void Wait(u64 tick) {
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// No need to wait if the GPU is ahead of the tick
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if (IsFree(tick)) {
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return;
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}
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// Update the GPU tick and try again
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Refresh();
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if (IsFree(tick)) {
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return;
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}
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// If none of the above is hit, fallback to a regular wait
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semaphore.Wait(tick);
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}
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private:
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vk::Semaphore semaphore; ///< Timeline semaphore.
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std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
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std::atomic<u64> current_tick{1}; ///< Current logical tick.
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std::jthread debug_thread; ///< Debug thread to workaround validation layer bugs.
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};
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} // namespace Vulkan
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