// Copyright 2020 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include "common/common_types.h" #include "core/core.h" #include "video_core/delayed_destruction_ring.h" #include "video_core/gpu.h" #include "video_core/memory_manager.h" #include "video_core/rasterizer_interface.h" namespace VideoCommon { class FenceBase { public: explicit FenceBase(u32 payload_, bool is_stubbed_) : address{}, payload{payload_}, is_semaphore{false}, is_stubbed{is_stubbed_} {} explicit FenceBase(GPUVAddr address_, u32 payload_, bool is_stubbed_) : address{address_}, payload{payload_}, is_semaphore{true}, is_stubbed{is_stubbed_} {} GPUVAddr GetAddress() const { return address; } u32 GetPayload() const { return payload; } bool IsSemaphore() const { return is_semaphore; } private: GPUVAddr address; u32 payload; bool is_semaphore; protected: bool is_stubbed; }; template class FenceManager { public: /// Notify the fence manager about a new frame void TickFrame() { delayed_destruction_ring.Tick(); } void SignalSemaphore(GPUVAddr addr, u32 value) { TryReleasePendingFences(); const bool should_flush = ShouldFlush(); CommitAsyncFlushes(); TFence new_fence = CreateFence(addr, value, !should_flush); fences.push(new_fence); QueueFence(new_fence); if (should_flush) { rasterizer.FlushCommands(); } rasterizer.SyncGuestHost(); } void SignalSyncPoint(u32 value) { TryReleasePendingFences(); const bool should_flush = ShouldFlush(); CommitAsyncFlushes(); TFence new_fence = CreateFence(value, !should_flush); fences.push(new_fence); QueueFence(new_fence); if (should_flush) { rasterizer.FlushCommands(); } rasterizer.SyncGuestHost(); } void WaitPendingFences() { while (!fences.empty()) { TFence& current_fence = fences.front(); if (ShouldWait()) { WaitFence(current_fence); } PopAsyncFlushes(); if (current_fence->IsSemaphore()) { gpu_memory.template Write(current_fence->GetAddress(), current_fence->GetPayload()); } else { gpu.IncrementSyncPoint(current_fence->GetPayload()); } PopFence(); } } void TryReleasePendingFences() { while (!fences.empty()) { TFence& current_fence = fences.front(); if (ShouldWait() && !IsFenceSignaled(current_fence)) { return; } PopAsyncFlushes(); if (current_fence->IsSemaphore()) { gpu_memory.template Write(current_fence->GetAddress(), current_fence->GetPayload()); } else { gpu.IncrementSyncPoint(current_fence->GetPayload()); } PopFence(); } } protected: explicit FenceManager(VideoCore::RasterizerInterface& rasterizer_, Tegra::GPU& gpu_, TTextureCache& texture_cache_, TTBufferCache& buffer_cache_, TQueryCache& query_cache_) : rasterizer{rasterizer_}, gpu{gpu_}, gpu_memory{gpu.MemoryManager()}, texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, query_cache{query_cache_} {} virtual ~FenceManager() = default; /// Creates a Sync Point Fence Interface, does not create a backend fence if 'is_stubbed' is /// true virtual TFence CreateFence(u32 value, bool is_stubbed) = 0; /// Creates a Semaphore Fence Interface, does not create a backend fence if 'is_stubbed' is true virtual TFence CreateFence(GPUVAddr addr, u32 value, bool is_stubbed) = 0; /// Queues a fence into the backend if the fence isn't stubbed. virtual void QueueFence(TFence& fence) = 0; /// Notifies that the backend fence has been signaled/reached in host GPU. virtual bool IsFenceSignaled(TFence& fence) const = 0; /// Waits until a fence has been signalled by the host GPU. virtual void WaitFence(TFence& fence) = 0; VideoCore::RasterizerInterface& rasterizer; Tegra::GPU& gpu; Tegra::MemoryManager& gpu_memory; TTextureCache& texture_cache; TTBufferCache& buffer_cache; TQueryCache& query_cache; private: bool ShouldWait() const { std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex}; return texture_cache.ShouldWaitAsyncFlushes() || buffer_cache.ShouldWaitAsyncFlushes() || query_cache.ShouldWaitAsyncFlushes(); } bool ShouldFlush() const { std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex}; return texture_cache.HasUncommittedFlushes() || buffer_cache.HasUncommittedFlushes() || query_cache.HasUncommittedFlushes(); } void PopAsyncFlushes() { std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex}; texture_cache.PopAsyncFlushes(); buffer_cache.PopAsyncFlushes(); query_cache.PopAsyncFlushes(); } void CommitAsyncFlushes() { std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex}; texture_cache.CommitAsyncFlushes(); buffer_cache.CommitAsyncFlushes(); query_cache.CommitAsyncFlushes(); } void PopFence() { delayed_destruction_ring.Push(std::move(fences.front())); fences.pop(); } std::queue fences; DelayedDestructionRing delayed_destruction_ring; }; } // namespace VideoCommon