gpu: Use std::jthread for async gpu thread
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c2ddda2f51
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877cd60b00
@ -305,10 +305,7 @@ struct System::Impl {
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is_powered_on = false;
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exit_lock = false;
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if (gpu_core) {
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gpu_core->ShutDown();
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}
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gpu_core.reset();
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services.reset();
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service_manager.reset();
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cheat_engine.reset();
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@ -317,7 +314,6 @@ struct System::Impl {
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time_manager.Shutdown();
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core_timing.Shutdown();
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app_loader.reset();
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gpu_core.reset();
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perf_stats.reset();
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kernel.Shutdown();
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memory.Reset();
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@ -531,14 +531,6 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
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interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
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}
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void GPU::ShutDown() {
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// Signal that threads should no longer block on syncpoint fences
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shutting_down.store(true, std::memory_order_relaxed);
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sync_cv.notify_all();
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gpu_thread.ShutDown();
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}
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void GPU::OnCommandListEnd() {
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if (is_async) {
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// This command only applies to asynchronous GPU mode
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@ -219,9 +219,6 @@ public:
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return *shader_notify;
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}
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// Stops the GPU execution and waits for the GPU to finish working
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void ShutDown();
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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void WaitFence(u32 syncpoint_id, u32 value);
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@ -17,9 +17,9 @@
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namespace VideoCommon::GPUThread {
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/// Runs the GPU thread
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static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher,
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SynchState& state) {
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static void RunThread(std::stop_token stop_token, Core::System& system,
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VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context,
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Tegra::DmaPusher& dma_pusher, SynchState& state) {
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std::string name = "yuzu:GPU";
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MicroProfileOnThreadCreate(name.c_str());
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SCOPE_EXIT({ MicroProfileOnThreadExit(); });
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@ -28,20 +28,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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system.RegisterHostThread();
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// Wait for first GPU command before acquiring the window context
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state.queue.Wait();
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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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auto current_context = context.Acquire();
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VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
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CommandDataContainer next;
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while (state.is_running) {
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next = state.queue.PopWait();
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while (!stop_token.stop_requested()) {
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CommandDataContainer next = state.queue.PopWait(stop_token);
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if (stop_token.stop_requested()) {
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break;
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}
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if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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dma_pusher.Push(std::move(submit_list->entries));
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dma_pusher.DispatchCalls();
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@ -55,8 +49,6 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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rasterizer->FlushRegion(flush->addr, flush->size);
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} else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
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rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
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} else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
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ASSERT(state.is_running == false);
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} else {
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UNREACHABLE();
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}
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@ -73,16 +65,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
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: system{system_}, is_async{is_async_} {}
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ThreadManager::~ThreadManager() {
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ShutDown();
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}
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ThreadManager::~ThreadManager() = default;
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
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Core::Frontend::GraphicsContext& context,
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Tegra::DmaPusher& dma_pusher) {
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rasterizer = renderer.ReadRasterizer();
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thread = std::thread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
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std::ref(dma_pusher), std::ref(state));
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thread = std::jthread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
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std::ref(dma_pusher), std::ref(state));
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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@ -117,26 +107,6 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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rasterizer->OnCPUWrite(addr, size);
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}
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void ThreadManager::ShutDown() {
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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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std::lock_guard lk(state.write_lock);
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state.is_running = false;
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state.cv.notify_all();
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}
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if (!thread.joinable()) {
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return;
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}
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// Notify GPU thread that a shutdown is pending
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PushCommand(EndProcessingCommand());
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thread.join();
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}
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void ThreadManager::OnCommandListEnd() {
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PushCommand(OnCommandListEndCommand());
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}
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@ -152,9 +122,8 @@ u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
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state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
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if (block) {
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state.cv.wait(lk, [this, fence] {
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return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
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!state.is_running;
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state.cv.wait(lk, thread.get_stop_token(), [this, fence] {
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return fence <= state.signaled_fence.load(std::memory_order_relaxed);
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});
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}
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@ -33,9 +33,6 @@ class RendererBase;
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namespace VideoCommon::GPUThread {
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/// Command to signal to the GPU thread that processing has ended
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struct EndProcessingCommand final {};
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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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@ -83,7 +80,7 @@ struct OnCommandListEndCommand final {};
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struct GPUTickCommand final {};
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using CommandData =
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std::variant<EndProcessingCommand, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
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std::variant<std::monostate, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
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InvalidateRegionCommand, FlushAndInvalidateRegionCommand, OnCommandListEndCommand,
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GPUTickCommand>;
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@ -100,14 +97,12 @@ struct CommandDataContainer {
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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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using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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using CommandQueue = Common::SPSCQueue<CommandDataContainer, true>;
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std::mutex write_lock;
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CommandQueue queue;
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u64 last_fence{};
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std::atomic<u64> signaled_fence{};
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std::condition_variable cv;
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std::condition_variable_any cv;
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};
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/// Class used to manage the GPU thread
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@ -149,7 +144,7 @@ private:
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VideoCore::RasterizerInterface* rasterizer = nullptr;
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SynchState state;
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std::thread thread;
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std::jthread thread;
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};
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} // namespace VideoCommon::GPUThread
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