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-rw-r--r--src/core/hle/service/nvflinger/nvflinger.cpp21
-rw-r--r--src/core/hle/service/nvflinger/nvflinger.h2
-rw-r--r--src/video_core/gpu.cpp13
-rw-r--r--src/video_core/gpu.h3
-rw-r--r--src/video_core/gpu_thread.cpp14
-rw-r--r--src/video_core/gpu_thread.h6
6 files changed, 38 insertions, 21 deletions
diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp
index 3b251f8c8..86a90526c 100644
--- a/src/core/hle/service/nvflinger/nvflinger.cpp
+++ b/src/core/hle/service/nvflinger/nvflinger.cpp
@@ -36,6 +36,10 @@ NVFlinger::NVFlinger(Core::System& system) : system(system) {
displays.emplace_back(3, "Internal", system);
displays.emplace_back(4, "Null", system);
+ for (auto& display : displays) {
+ display.SignalVSyncEvent();
+ }
+
// Schedule the screen composition events
composition_event = system.CoreTiming().RegisterEvent(
"ScreenComposition", [this](u64 userdata, s64 cycles_late) {
@@ -173,7 +177,13 @@ void NVFlinger::Compose() {
bool trigger_event = false;
// Trigger vsync for this display at the end of drawing
SCOPE_EXIT({
- if (trigger_event) {
+ // TODO(Blinkhawk): Correctly send buffers through nvflinger while
+ // loading the game thorugh the OS.
+ // During loading, the OS takes care of sending buffers to vsync,
+ // thus it triggers, since this is not properly emulated due to
+ // HLE complications, we allow it to signal until the game enqueues
+ // it's first buffer.
+ if (trigger_event || !first_buffer_enqueued) {
display.SignalVSyncEvent();
}
});
@@ -193,13 +203,20 @@ void NVFlinger::Compose() {
if (!buffer) {
// There was no queued buffer to draw, render previous frame
- system.GetPerfStats().EndGameFrame();
system.GPU().SwapBuffers({});
continue;
}
const auto& igbp_buffer = buffer->get().igbp_buffer;
trigger_event = true;
+ first_buffer_enqueued = true;
+
+ const auto& gpu = system.GPU();
+ const auto& multi_fence = buffer->get().multi_fence;
+ for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
+ const auto& fence = multi_fence.fences[fence_id];
+ gpu.WaitFence(fence.id, fence.value);
+ }
// Now send the buffer to the GPU for drawing.
// TODO(Subv): Support more than just disp0. The display device selection is probably based
diff --git a/src/core/hle/service/nvflinger/nvflinger.h b/src/core/hle/service/nvflinger/nvflinger.h
index 5d7e3bfb8..95d7278f5 100644
--- a/src/core/hle/service/nvflinger/nvflinger.h
+++ b/src/core/hle/service/nvflinger/nvflinger.h
@@ -102,6 +102,8 @@ private:
u32 swap_interval = 1;
+ bool first_buffer_enqueued{};
+
/// Event that handles screen composition.
Core::Timing::EventType* composition_event;
diff --git a/src/video_core/gpu.cpp b/src/video_core/gpu.cpp
index 76cfe8107..d94be9c9d 100644
--- a/src/video_core/gpu.cpp
+++ b/src/video_core/gpu.cpp
@@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "common/assert.h"
+#include "common/microprofile.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/memory.h"
@@ -17,6 +18,8 @@
namespace Tegra {
+MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
+
GPU::GPU(Core::System& system, VideoCore::RendererBase& renderer, bool is_async)
: system{system}, renderer{renderer}, is_async{is_async} {
auto& rasterizer{renderer.Rasterizer()};
@@ -63,6 +66,16 @@ const DmaPusher& GPU::DmaPusher() const {
return *dma_pusher;
}
+void GPU::WaitFence(u32 syncpoint_id, u32 value) const {
+ // Synced GPU, is always in sync
+ if (!is_async) {
+ return;
+ }
+ MICROPROFILE_SCOPE(GPU_wait);
+ while (syncpoints[syncpoint_id].load() < value) {
+ }
+}
+
void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
syncpoints[syncpoint_id]++;
std::lock_guard lock{sync_mutex};
diff --git a/src/video_core/gpu.h b/src/video_core/gpu.h
index 29fa8e95b..e20b0687a 100644
--- a/src/video_core/gpu.h
+++ b/src/video_core/gpu.h
@@ -177,6 +177,9 @@ public:
/// Returns a reference to the GPU DMA pusher.
Tegra::DmaPusher& DmaPusher();
+ /// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
+ void WaitFence(u32 syncpoint_id, u32 value) const;
+
void IncrementSyncPoint(u32 syncpoint_id);
u32 GetSyncpointValue(u32 syncpoint_id) const;
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index 5f039e4fd..d7048b6ae 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -5,8 +5,6 @@
#include "common/assert.h"
#include "common/microprofile.h"
#include "core/core.h"
-#include "core/core_timing.h"
-#include "core/core_timing_util.h"
#include "core/frontend/scope_acquire_window_context.h"
#include "video_core/dma_pusher.h"
#include "video_core/gpu.h"
@@ -68,14 +66,10 @@ ThreadManager::~ThreadManager() {
void ThreadManager::StartThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) {
thread = std::thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)};
- synchronization_event = system.CoreTiming().RegisterEvent(
- "GPUThreadSynch", [this](u64 fence, s64) { state.WaitForSynchronization(fence); });
}
void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
- const u64 fence{PushCommand(SubmitListCommand(std::move(entries)))};
- const s64 synchronization_ticks{Core::Timing::usToCycles(std::chrono::microseconds{9000})};
- system.CoreTiming().ScheduleEvent(synchronization_ticks, synchronization_event, fence);
+ PushCommand(SubmitListCommand(std::move(entries)));
}
void ThreadManager::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
@@ -102,10 +96,4 @@ u64 ThreadManager::PushCommand(CommandData&& command_data) {
return fence;
}
-MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
-void SynchState::WaitForSynchronization(u64 fence) {
- while (signaled_fence.load() < fence)
- ;
-}
-
} // namespace VideoCommon::GPUThread
diff --git a/src/video_core/gpu_thread.h b/src/video_core/gpu_thread.h
index 3ae0ec9f3..108f456bd 100644
--- a/src/video_core/gpu_thread.h
+++ b/src/video_core/gpu_thread.h
@@ -21,9 +21,6 @@ class DmaPusher;
namespace Core {
class System;
-namespace Timing {
-struct EventType;
-} // namespace Timing
} // namespace Core
namespace VideoCommon::GPUThread {
@@ -89,8 +86,6 @@ struct CommandDataContainer {
struct SynchState final {
std::atomic_bool is_running{true};
- void WaitForSynchronization(u64 fence);
-
using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
CommandQueue queue;
u64 last_fence{};
@@ -128,7 +123,6 @@ private:
private:
SynchState state;
Core::System& system;
- Core::Timing::EventType* synchronization_event{};
std::thread thread;
std::thread::id thread_id;
};