gpu: Move command processing to another thread.
This commit is contained in:
parent
65651078e5
commit
7b574f406b
9 changed files with 358 additions and 15 deletions
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@ -178,7 +178,7 @@ u32 nvhost_as_gpu::UnmapBuffer(const std::vector<u8>& input, std::vector<u8>& ou
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auto& gpu = system_instance.GPU();
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auto cpu_addr = gpu.MemoryManager().GpuToCpuAddress(params.offset);
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ASSERT(cpu_addr);
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system_instance.Renderer().Rasterizer().FlushAndInvalidateRegion(*cpu_addr, itr->second.size);
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gpu.FlushAndInvalidateRegion(*cpu_addr, itr->second.size);
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params.offset = gpu.MemoryManager().UnmapBuffer(params.offset, itr->second.size);
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@ -356,16 +356,16 @@ void RasterizerFlushVirtualRegion(VAddr start, u64 size, FlushMode mode) {
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const VAddr overlap_end = std::min(end, region_end);
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const VAddr overlap_size = overlap_end - overlap_start;
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auto& rasterizer = system_instance.Renderer().Rasterizer();
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auto& gpu = system_instance.GPU();
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switch (mode) {
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case FlushMode::Flush:
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rasterizer.FlushRegion(overlap_start, overlap_size);
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gpu.FlushRegion(overlap_start, overlap_size);
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break;
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case FlushMode::Invalidate:
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rasterizer.InvalidateRegion(overlap_start, overlap_size);
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gpu.InvalidateRegion(overlap_start, overlap_size);
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break;
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case FlushMode::FlushAndInvalidate:
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rasterizer.FlushAndInvalidateRegion(overlap_start, overlap_size);
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gpu.FlushAndInvalidateRegion(overlap_start, overlap_size);
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break;
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}
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};
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@ -17,6 +17,8 @@ add_library(video_core STATIC
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engines/shader_header.h
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gpu.cpp
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gpu.h
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gpu_thread.cpp
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gpu_thread.h
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macro_interpreter.cpp
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macro_interpreter.h
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memory_manager.cpp
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@ -48,7 +48,7 @@ void KeplerMemory::ProcessData(u32 data) {
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// We have to invalidate the destination region to evict any outdated surfaces from the cache.
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// We do this before actually writing the new data because the destination address might contain
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// a dirty surface that will have to be written back to memory.
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rasterizer.InvalidateRegion(*dest_address, sizeof(u32));
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Core::System::GetInstance().GPU().InvalidateRegion(*dest_address, sizeof(u32));
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Memory::Write32(*dest_address, data);
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system.GPU().Maxwell3D().dirty_flags.OnMemoryWrite();
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@ -92,12 +92,12 @@ void MaxwellDMA::HandleCopy() {
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const auto FlushAndInvalidate = [&](u32 src_size, u64 dst_size) {
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// TODO(Subv): For now, manually flush the regions until we implement GPU-accelerated
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// copying.
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rasterizer.FlushRegion(*source_cpu, src_size);
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Core::System::GetInstance().GPU().FlushRegion(*source_cpu, src_size);
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// We have to invalidate the destination region to evict any outdated surfaces from the
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// cache. We do this before actually writing the new data because the destination address
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// might contain a dirty surface that will have to be written back to memory.
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rasterizer.InvalidateRegion(*dest_cpu, dst_size);
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Core::System::GetInstance().GPU().InvalidateRegion(*dest_cpu, dst_size);
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};
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if (regs.exec.is_dst_linear && !regs.exec.is_src_linear) {
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@ -6,12 +6,14 @@
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/engines/kepler_compute.h"
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#include "video_core/engines/kepler_memory.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/maxwell_dma.h"
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#include "video_core/gpu.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace Tegra {
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@ -37,6 +39,10 @@ GPU::GPU(Core::System& system, VideoCore::RendererBase& renderer) : renderer{ren
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kepler_compute = std::make_unique<Engines::KeplerCompute>(*memory_manager);
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maxwell_dma = std::make_unique<Engines::MaxwellDMA>(system, rasterizer, *memory_manager);
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kepler_memory = std::make_unique<Engines::KeplerMemory>(system, rasterizer, *memory_manager);
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if (Settings::values.use_asynchronous_gpu_emulation) {
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gpu_thread = std::make_unique<VideoCommon::GPUThread::ThreadManager>(renderer, *dma_pusher);
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}
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}
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GPU::~GPU() = default;
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@ -66,13 +72,45 @@ const DmaPusher& GPU::DmaPusher() const {
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}
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void GPU::PushGPUEntries(Tegra::CommandList&& entries) {
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if (Settings::values.use_asynchronous_gpu_emulation) {
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gpu_thread->SubmitList(std::move(entries));
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} else {
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dma_pusher->Push(std::move(entries));
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dma_pusher->DispatchCalls();
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}
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}
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void GPU::SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
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if (Settings::values.use_asynchronous_gpu_emulation) {
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gpu_thread->SwapBuffers(std::move(framebuffer));
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} else {
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renderer.SwapBuffers(std::move(framebuffer));
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}
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}
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void GPU::FlushRegion(VAddr addr, u64 size) {
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if (Settings::values.use_asynchronous_gpu_emulation) {
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gpu_thread->FlushRegion(addr, size);
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} else {
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renderer.Rasterizer().FlushRegion(addr, size);
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}
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}
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void GPU::InvalidateRegion(VAddr addr, u64 size) {
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if (Settings::values.use_asynchronous_gpu_emulation) {
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gpu_thread->InvalidateRegion(addr, size);
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} else {
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renderer.Rasterizer().InvalidateRegion(addr, size);
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}
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}
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void GPU::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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if (Settings::values.use_asynchronous_gpu_emulation) {
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gpu_thread->FlushAndInvalidateRegion(addr, size);
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} else {
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renderer.Rasterizer().FlushAndInvalidateRegion(addr, size);
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}
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}
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u32 RenderTargetBytesPerPixel(RenderTargetFormat format) {
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@ -19,6 +19,10 @@ namespace VideoCore {
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class RendererBase;
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} // namespace VideoCore
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namespace VideoCommon::GPUThread {
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class ThreadManager;
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} // namespace VideoCommon::GPUThread
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namespace Tegra {
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enum class RenderTargetFormat : u32 {
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@ -208,6 +212,15 @@ public:
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void SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer);
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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void FlushRegion(VAddr addr, u64 size);
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/// Notify rasterizer that any caches of the specified region should be invalidated
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void InvalidateRegion(VAddr addr, u64 size);
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/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
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void FlushAndInvalidateRegion(VAddr addr, u64 size);
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private:
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void ProcessBindMethod(const MethodCall& method_call);
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void ProcessSemaphoreTriggerMethod();
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@ -226,6 +239,7 @@ private:
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private:
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std::unique_ptr<Tegra::DmaPusher> dma_pusher;
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std::unique_ptr<Tegra::MemoryManager> memory_manager;
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std::unique_ptr<VideoCommon::GPUThread::ThreadManager> gpu_thread;
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VideoCore::RendererBase& renderer;
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154
src/video_core/gpu_thread.cpp
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154
src/video_core/gpu_thread.cpp
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@ -0,0 +1,154 @@
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// Copyright 2019 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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#include "common/assert.h"
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#include "common/microprofile.h"
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#include "core/frontend/scope_acquire_window_context.h"
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#include "core/settings.h"
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#include "video_core/dma_pusher.h"
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#include "video_core/gpu.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon::GPUThread {
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/// Executes a single GPU thread command
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static void ExecuteCommand(CommandData* command, VideoCore::RendererBase& renderer,
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Tegra::DmaPusher& dma_pusher) {
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if (const auto submit_list = std::get_if<SubmitListCommand>(command)) {
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dma_pusher.Push(std::move(submit_list->entries));
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dma_pusher.DispatchCalls();
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} else if (const auto data = std::get_if<SwapBuffersCommand>(command)) {
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renderer.SwapBuffers(data->framebuffer);
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} else if (const auto data = std::get_if<FlushRegionCommand>(command)) {
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renderer.Rasterizer().FlushRegion(data->addr, data->size);
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} else if (const auto data = std::get_if<InvalidateRegionCommand>(command)) {
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renderer.Rasterizer().InvalidateRegion(data->addr, data->size);
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} else if (const auto data = std::get_if<FlushAndInvalidateRegionCommand>(command)) {
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renderer.Rasterizer().FlushAndInvalidateRegion(data->addr, data->size);
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} else {
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UNREACHABLE();
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}
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}
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/// Runs the GPU thread
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static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher,
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SynchState& state) {
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MicroProfileOnThreadCreate("GpuThread");
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auto WaitForWakeup = [&]() {
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std::unique_lock<std::mutex> lock{state.signal_mutex};
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state.signal_condition.wait(lock, [&] { return !state.IsIdle() || !state.is_running; });
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};
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// Wait for first GPU command before acquiring the window context
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WaitForWakeup();
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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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return;
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}
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Core::Frontend::ScopeAcquireWindowContext acquire_context{renderer.GetRenderWindow()};
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while (state.is_running) {
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if (!state.is_running) {
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return;
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}
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{
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// Thread has been woken up, so make the previous write queue the next read queue
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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std::swap(state.push_queue, state.pop_queue);
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}
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// Execute all of the GPU commands
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while (!state.pop_queue->empty()) {
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ExecuteCommand(&state.pop_queue->front(), renderer, dma_pusher);
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state.pop_queue->pop();
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}
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// Signal that the GPU thread has finished processing commands
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if (state.IsIdle()) {
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state.idle_condition.notify_one();
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}
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// Wait for CPU thread to send more GPU commands
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WaitForWakeup();
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}
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}
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ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher)
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: renderer{renderer}, dma_pusher{dma_pusher}, thread{RunThread, std::ref(renderer),
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std::ref(dma_pusher), std::ref(state)},
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thread_id{thread.get_id()} {}
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ThreadManager::~ThreadManager() {
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{
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// Notify GPU thread that a shutdown is pending
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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state.is_running = false;
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}
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state.signal_condition.notify_one();
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thread.join();
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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if (entries.empty()) {
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return;
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}
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PushCommand(SubmitListCommand(std::move(entries)), false, false);
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}
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void ThreadManager::SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
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PushCommand(SwapBuffersCommand(std::move(framebuffer)), true, false);
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}
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void ThreadManager::FlushRegion(VAddr addr, u64 size) {
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if (Settings::values.use_accurate_gpu_emulation) {
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PushCommand(FlushRegionCommand(addr, size), true, false);
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}
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}
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void ThreadManager::InvalidateRegion(VAddr addr, u64 size) {
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PushCommand(InvalidateRegionCommand(addr, size), true, true);
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}
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void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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if (Settings::values.use_accurate_gpu_emulation) {
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PushCommand(FlushAndInvalidateRegionCommand(addr, size), true, false);
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} else {
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InvalidateRegion(addr, size);
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}
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}
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void ThreadManager::PushCommand(CommandData&& command_data, bool wait_for_idle, bool allow_on_cpu) {
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{
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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if ((allow_on_cpu && state.IsIdle()) || IsGpuThread()) {
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// Execute the command synchronously on the current thread
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ExecuteCommand(&command_data, renderer, dma_pusher);
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return;
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}
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// Push the command to the GPU thread
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state.push_queue->emplace(command_data);
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}
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// Signal the GPU thread that commands are pending
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state.signal_condition.notify_one();
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if (wait_for_idle) {
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// Wait for the GPU to be idle (all commands to be executed)
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std::unique_lock<std::mutex> lock{state.idle_mutex};
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state.idle_condition.wait(lock, [this] { return state.IsIdle(); });
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}
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}
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} // namespace VideoCommon::GPUThread
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135
src/video_core/gpu_thread.h
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135
src/video_core/gpu_thread.h
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@ -0,0 +1,135 @@
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// Copyright 2019 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 <array>
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#include <atomic>
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#include <condition_variable>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <thread>
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#include <variant>
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namespace Tegra {
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struct FramebufferConfig;
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class DmaPusher;
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} // namespace Tegra
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namespace VideoCore {
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class RendererBase;
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} // namespace VideoCore
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namespace VideoCommon::GPUThread {
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/// Command to signal to the GPU thread that a command list is ready for processing
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struct SubmitListCommand final {
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explicit SubmitListCommand(Tegra::CommandList&& entries) : entries{std::move(entries)} {}
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Tegra::CommandList entries;
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};
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/// Command to signal to the GPU thread that a swap buffers is pending
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struct SwapBuffersCommand final {
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explicit SwapBuffersCommand(std::optional<const Tegra::FramebufferConfig> framebuffer)
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: framebuffer{std::move(framebuffer)} {}
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std::optional<const Tegra::FramebufferConfig> framebuffer;
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};
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/// Command to signal to the GPU thread to flush a region
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struct FlushRegionCommand final {
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explicit constexpr FlushRegionCommand(VAddr addr, u64 size) : addr{addr}, size{size} {}
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const VAddr addr;
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const u64 size;
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};
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/// Command to signal to the GPU thread to invalidate a region
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struct InvalidateRegionCommand final {
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explicit constexpr InvalidateRegionCommand(VAddr addr, u64 size) : addr{addr}, size{size} {}
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const VAddr addr;
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const u64 size;
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};
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/// Command to signal to the GPU thread to flush and invalidate a region
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struct FlushAndInvalidateRegionCommand final {
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explicit constexpr FlushAndInvalidateRegionCommand(VAddr addr, u64 size)
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: addr{addr}, size{size} {}
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const VAddr addr;
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const u64 size;
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};
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using CommandData = std::variant<SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
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InvalidateRegionCommand, FlushAndInvalidateRegionCommand>;
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/// Struct used to synchronize the GPU thread
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struct SynchState final {
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std::atomic<bool> is_running{true};
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std::condition_variable signal_condition;
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std::mutex signal_mutex;
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std::condition_variable idle_condition;
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std::mutex idle_mutex;
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// We use two queues for sending commands to the GPU thread, one for writing (push_queue) to and
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// one for reading from (pop_queue). These are swapped whenever the current pop_queue becomes
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// empty. This allows for efficient thread-safe access, as it does not require any copies.
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using CommandQueue = std::queue<CommandData>;
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std::array<CommandQueue, 2> command_queues;
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CommandQueue* push_queue{&command_queues[0]};
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CommandQueue* pop_queue{&command_queues[1]};
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/// Returns true if the GPU thread should be idle, meaning there are no commands to process
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bool IsIdle() const {
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return command_queues[0].empty() && command_queues[1].empty();
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}
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};
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/// Class used to manage the GPU thread
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class ThreadManager final {
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public:
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explicit ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher);
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~ThreadManager();
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/// Push GPU command entries to be processed
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void SubmitList(Tegra::CommandList&& entries);
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/// Swap buffers (render frame)
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void SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer);
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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void FlushRegion(VAddr addr, u64 size);
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/// Notify rasterizer that any caches of the specified region should be invalidated
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void InvalidateRegion(VAddr addr, u64 size);
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/// Notify rasterizer that any caches of the specified region should be flushed and invalidated
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void FlushAndInvalidateRegion(VAddr addr, u64 size);
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||||
/// Waits the caller until the GPU thread is idle, used for synchronization
|
||||
void WaitForIdle();
|
||||
|
||||
private:
|
||||
/// Pushes a command to be executed by the GPU thread
|
||||
void PushCommand(CommandData&& command_data, bool wait_for_idle, bool allow_on_cpu);
|
||||
|
||||
/// Returns true if this is called by the GPU thread
|
||||
bool IsGpuThread() const {
|
||||
return std::this_thread::get_id() == thread_id;
|
||||
}
|
||||
|
||||
private:
|
||||
SynchState state;
|
||||
std::thread thread;
|
||||
std::thread::id thread_id;
|
||||
VideoCore::RendererBase& renderer;
|
||||
Tegra::DmaPusher& dma_pusher;
|
||||
};
|
||||
|
||||
} // namespace VideoCommon::GPUThread
|
Loading…
Reference in a new issue