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// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <thread>
#include "common/common_types.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
class Device;
class MasterSemaphore {
public:
explicit MasterSemaphore(const Device& device);
~MasterSemaphore();
/// Returns the current logical tick.
[[nodiscard]] u64 CurrentTick() const noexcept {
return current_tick.load(std::memory_order_relaxed);
}
/// Returns the last known GPU tick.
[[nodiscard]] u64 KnownGpuTick() const noexcept {
return gpu_tick.load(std::memory_order_relaxed);
}
/// Returns the timeline semaphore handle.
[[nodiscard]] VkSemaphore Handle() const noexcept {
return *semaphore;
}
/// Returns true when a tick has been hit by the GPU.
[[nodiscard]] bool IsFree(u64 tick) const noexcept {
return gpu_tick.load(std::memory_order_relaxed) >= tick;
}
/// Advance to the logical tick.
void NextTick() noexcept {
++current_tick;
}
/// Refresh the known GPU tick
void Refresh() {
gpu_tick.store(semaphore.GetCounter(), std::memory_order_relaxed);
}
/// Waits for a tick to be hit on the GPU
void Wait(u64 tick) {
// No need to wait if the GPU is ahead of the tick
if (IsFree(tick)) {
return;
}
// Update the GPU tick and try again
Refresh();
if (IsFree(tick)) {
return;
}
// If none of the above is hit, fallback to a regular wait
semaphore.Wait(tick);
}
private:
vk::Semaphore semaphore; ///< Timeline semaphore.
std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
std::atomic<u64> current_tick{1}; ///< Current logical tick.
std::atomic<bool> shutdown{false}; ///< True when the object is being destroyed.
std::thread debug_thread; ///< Debug thread to workaround validation layer bugs.
};
} // namespace Vulkan
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