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authorbunnei <bunneidev@gmail.com>2020-12-12 09:24:33 +0100
committerbunnei <bunneidev@gmail.com>2020-12-29 01:33:48 +0100
commit40571c073faa02a6a4301e7f0ce365ef50a400aa (patch)
treef36bf8633469b5fc370495477e3c7cbc6e97a9c6 /src/video_core/gpu_thread.cpp
parentvideo_core: gpu: Refactor out synchronous/asynchronous GPU implementations. (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/gpu_thread.cpp30
1 files changed, 24 insertions, 6 deletions
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index e27218b96..56b9621b1 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -65,7 +65,8 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
}
}
-ThreadManager::ThreadManager(Core::System& system_) : system{system_} {}
+ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
+ : system{system_}, is_async{is_async_} {}
ThreadManager::~ThreadManager() {
if (!thread.joinable()) {
@@ -97,19 +98,30 @@ void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
}
void ThreadManager::FlushRegion(VAddr addr, u64 size) {
- if (!Settings::IsGPULevelHigh()) {
+ if (!is_async) {
+ // Always flush with synchronous GPU mode
PushCommand(FlushRegionCommand(addr, size));
return;
}
- if (!Settings::IsGPULevelExtreme()) {
- return;
- }
- if (system.Renderer().Rasterizer().MustFlushRegion(addr, size)) {
+
+ // Asynchronous GPU mode
+ switch (Settings::values.gpu_accuracy.GetValue()) {
+ case Settings::GPUAccuracy::Normal:
+ PushCommand(FlushRegionCommand(addr, size));
+ break;
+ case Settings::GPUAccuracy::High:
+ // TODO(bunnei): Is this right? Preserving existing behavior for now
+ break;
+ case Settings::GPUAccuracy::Extreme: {
auto& gpu = system.GPU();
u64 fence = gpu.RequestFlush(addr, size);
PushCommand(GPUTickCommand());
while (fence > gpu.CurrentFlushRequestFence()) {
}
+ break;
+ }
+ default:
+ UNIMPLEMENTED_MSG("Unsupported gpu_accuracy {}", Settings::values.gpu_accuracy.GetValue());
}
}
@@ -134,6 +146,12 @@ void ThreadManager::OnCommandListEnd() {
u64 ThreadManager::PushCommand(CommandData&& command_data) {
const u64 fence{++state.last_fence};
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
+
+ if (!is_async) {
+ // In synchronous GPU mode, block the caller until the command has executed
+ WaitIdle();
+ }
+
return fence;
}