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video_core/gpu_thread: Keep the write lock for allocating the fence.

Else the fence might get submited out-of-order into the queue, which makes testing them pointless.
Overhead should be tiny as the mutex is just moved from the queue to the writing code.
This commit is contained in:
Markus Wick 2021-04-07 13:57:49 +02:00
parent 5145133a60
commit e6fb49fa4b
2 changed files with 4 additions and 1 deletions

View file

@ -151,11 +151,13 @@ void ThreadManager::OnCommandListEnd() {
} }
u64 ThreadManager::PushCommand(CommandData&& command_data) { u64 ThreadManager::PushCommand(CommandData&& command_data) {
std::unique_lock lk(state.write_lock);
const u64 fence{++state.last_fence}; const u64 fence{++state.last_fence};
state.queue.Push(CommandDataContainer(std::move(command_data), 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
lk.unlock();
WaitIdle(); WaitIdle();
} }

View file

@ -101,7 +101,8 @@ struct CommandDataContainer {
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{};