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gpu: Use std::jthread for async gpu thread

This commit is contained in:
ameerj 2021-09-15 20:32:54 -04:00
parent c2ddda2f51
commit 877cd60b00
5 changed files with 18 additions and 69 deletions

View file

@ -305,10 +305,7 @@ struct System::Impl {
is_powered_on = false; is_powered_on = false;
exit_lock = false; exit_lock = false;
if (gpu_core) { gpu_core.reset();
gpu_core->ShutDown();
}
services.reset(); services.reset();
service_manager.reset(); service_manager.reset();
cheat_engine.reset(); cheat_engine.reset();
@ -317,7 +314,6 @@ struct System::Impl {
time_manager.Shutdown(); time_manager.Shutdown();
core_timing.Shutdown(); core_timing.Shutdown();
app_loader.reset(); app_loader.reset();
gpu_core.reset();
perf_stats.reset(); perf_stats.reset();
kernel.Shutdown(); kernel.Shutdown();
memory.Reset(); memory.Reset();

View file

@ -531,14 +531,6 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value); interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
} }
void GPU::ShutDown() {
// Signal that threads should no longer block on syncpoint fences
shutting_down.store(true, std::memory_order_relaxed);
sync_cv.notify_all();
gpu_thread.ShutDown();
}
void GPU::OnCommandListEnd() { void GPU::OnCommandListEnd() {
if (is_async) { if (is_async) {
// This command only applies to asynchronous GPU mode // This command only applies to asynchronous GPU mode

View file

@ -219,9 +219,6 @@ public:
return *shader_notify; return *shader_notify;
} }
// Stops the GPU execution and waits for the GPU to finish working
void ShutDown();
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame. /// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
void WaitFence(u32 syncpoint_id, u32 value); void WaitFence(u32 syncpoint_id, u32 value);

View file

@ -17,9 +17,9 @@
namespace VideoCommon::GPUThread { namespace VideoCommon::GPUThread {
/// Runs the GPU thread /// Runs the GPU thread
static void RunThread(Core::System& system, VideoCore::RendererBase& renderer, static void RunThread(std::stop_token stop_token, Core::System& system,
Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher, VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context,
SynchState& state) { Tegra::DmaPusher& dma_pusher, SynchState& state) {
std::string name = "yuzu:GPU"; std::string name = "yuzu:GPU";
MicroProfileOnThreadCreate(name.c_str()); MicroProfileOnThreadCreate(name.c_str());
SCOPE_EXIT({ MicroProfileOnThreadExit(); }); SCOPE_EXIT({ MicroProfileOnThreadExit(); });
@ -28,20 +28,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
Common::SetCurrentThreadPriority(Common::ThreadPriority::High); Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
system.RegisterHostThread(); system.RegisterHostThread();
// Wait for first GPU command before acquiring the window context
state.queue.Wait();
// If emulation was stopped during disk shader loading, abort before trying to acquire context
if (!state.is_running) {
return;
}
auto current_context = context.Acquire(); auto current_context = context.Acquire();
VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer(); VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
CommandDataContainer next; while (!stop_token.stop_requested()) {
while (state.is_running) { CommandDataContainer next = state.queue.PopWait(stop_token);
next = state.queue.PopWait(); if (stop_token.stop_requested()) {
break;
}
if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) { if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) {
dma_pusher.Push(std::move(submit_list->entries)); dma_pusher.Push(std::move(submit_list->entries));
dma_pusher.DispatchCalls(); dma_pusher.DispatchCalls();
@ -55,8 +49,6 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
rasterizer->FlushRegion(flush->addr, flush->size); rasterizer->FlushRegion(flush->addr, flush->size);
} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) { } else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
rasterizer->OnCPUWrite(invalidate->addr, invalidate->size); rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
ASSERT(state.is_running == false);
} else { } else {
UNREACHABLE(); UNREACHABLE();
} }
@ -73,16 +65,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
ThreadManager::ThreadManager(Core::System& system_, bool is_async_) ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
: system{system_}, is_async{is_async_} {} : system{system_}, is_async{is_async_} {}
ThreadManager::~ThreadManager() { ThreadManager::~ThreadManager() = default;
ShutDown();
}
void ThreadManager::StartThread(VideoCore::RendererBase& renderer, void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
Core::Frontend::GraphicsContext& context, Core::Frontend::GraphicsContext& context,
Tegra::DmaPusher& dma_pusher) { Tegra::DmaPusher& dma_pusher) {
rasterizer = renderer.ReadRasterizer(); rasterizer = renderer.ReadRasterizer();
thread = std::thread(RunThread, std::ref(system), std::ref(renderer), std::ref(context), thread = std::jthread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
std::ref(dma_pusher), std::ref(state)); std::ref(dma_pusher), std::ref(state));
} }
void ThreadManager::SubmitList(Tegra::CommandList&& entries) { void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
@ -117,26 +107,6 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
rasterizer->OnCPUWrite(addr, size); rasterizer->OnCPUWrite(addr, size);
} }
void ThreadManager::ShutDown() {
if (!state.is_running) {
return;
}
{
std::lock_guard lk(state.write_lock);
state.is_running = false;
state.cv.notify_all();
}
if (!thread.joinable()) {
return;
}
// Notify GPU thread that a shutdown is pending
PushCommand(EndProcessingCommand());
thread.join();
}
void ThreadManager::OnCommandListEnd() { void ThreadManager::OnCommandListEnd() {
PushCommand(OnCommandListEndCommand()); PushCommand(OnCommandListEndCommand());
} }
@ -152,9 +122,8 @@ u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
state.queue.Push(CommandDataContainer(std::move(command_data), fence, block)); state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
if (block) { if (block) {
state.cv.wait(lk, [this, fence] { state.cv.wait(lk, thread.get_stop_token(), [this, fence] {
return fence <= state.signaled_fence.load(std::memory_order_relaxed) || return fence <= state.signaled_fence.load(std::memory_order_relaxed);
!state.is_running;
}); });
} }

View file

@ -33,9 +33,6 @@ class RendererBase;
namespace VideoCommon::GPUThread { namespace VideoCommon::GPUThread {
/// Command to signal to the GPU thread that processing has ended
struct EndProcessingCommand final {};
/// Command to signal to the GPU thread that a command list is ready for processing /// Command to signal to the GPU thread that a command list is ready for processing
struct SubmitListCommand final { struct SubmitListCommand final {
explicit SubmitListCommand(Tegra::CommandList&& entries_) : entries{std::move(entries_)} {} explicit SubmitListCommand(Tegra::CommandList&& entries_) : entries{std::move(entries_)} {}
@ -83,7 +80,7 @@ struct OnCommandListEndCommand final {};
struct GPUTickCommand final {}; struct GPUTickCommand final {};
using CommandData = using CommandData =
std::variant<EndProcessingCommand, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand, std::variant<std::monostate, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
InvalidateRegionCommand, FlushAndInvalidateRegionCommand, OnCommandListEndCommand, InvalidateRegionCommand, FlushAndInvalidateRegionCommand, OnCommandListEndCommand,
GPUTickCommand>; GPUTickCommand>;
@ -100,14 +97,12 @@ struct CommandDataContainer {
/// Struct used to synchronize the GPU thread /// Struct used to synchronize the GPU thread
struct SynchState final { struct SynchState final {
std::atomic_bool is_running{true}; using CommandQueue = Common::SPSCQueue<CommandDataContainer, true>;
using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
std::mutex write_lock; std::mutex write_lock;
CommandQueue queue; CommandQueue queue;
u64 last_fence{}; u64 last_fence{};
std::atomic<u64> signaled_fence{}; std::atomic<u64> signaled_fence{};
std::condition_variable cv; std::condition_variable_any cv;
}; };
/// Class used to manage the GPU thread /// Class used to manage the GPU thread
@ -149,7 +144,7 @@ private:
VideoCore::RasterizerInterface* rasterizer = nullptr; VideoCore::RasterizerInterface* rasterizer = nullptr;
SynchState state; SynchState state;
std::thread thread; std::jthread thread;
}; };
} // namespace VideoCommon::GPUThread } // namespace VideoCommon::GPUThread