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@ -6,8 +6,8 @@ |
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#include <algorithm> |
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#include <array> |
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#include <queue> |
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#include <memory> |
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#include <queue> |
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#include "common/assert.h" |
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#include "common/common_types.h" |
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@ -37,7 +37,7 @@ private: |
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u32 payload; |
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}; |
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template <typename TFence, typename TTextureCache> |
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template <typename TFence, typename TTextureCache, typename TTBufferCache> |
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class FenceManager { |
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public: |
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void SignalFence(GPUVAddr addr, u32 value) { |
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@ -46,6 +46,7 @@ public: |
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QueueFence(new_fence); |
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fences.push(new_fence); |
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texture_cache.CommitAsyncFlushes(); |
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buffer_cache.CommitAsyncFlushes(); |
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rasterizer.FlushCommands(); |
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rasterizer.SyncGuestHost(); |
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} |
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@ -54,10 +55,12 @@ public: |
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while (!fences.empty()) { |
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TFence& current_fence = fences.front(); |
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bool should_wait = texture_cache.ShouldWaitAsyncFlushes(); |
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should_wait |= buffer_cache.ShouldWaitAsyncFlushes(); |
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if (should_wait) { |
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WaitFence(current_fence); |
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} |
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texture_cache.PopAsyncFlushes(); |
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buffer_cache.PopAsyncFlushes(); |
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auto& gpu{system.GPU()}; |
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auto& memory_manager{gpu.MemoryManager()}; |
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memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload()); |
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@ -67,8 +70,9 @@ public: |
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protected: |
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FenceManager(Core::System& system, VideoCore::RasterizerInterface& rasterizer, |
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TTextureCache& texture_cache) |
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: system{system}, rasterizer{rasterizer}, texture_cache{texture_cache} {} |
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TTextureCache& texture_cache, TTBufferCache& buffer_cache) |
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: system{system}, rasterizer{rasterizer}, texture_cache{texture_cache}, buffer_cache{ |
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buffer_cache} {} |
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virtual TFence CreateFence(GPUVAddr addr, u32 value) = 0; |
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virtual void QueueFence(TFence& fence) = 0; |
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@ -78,16 +82,19 @@ protected: |
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Core::System& system; |
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VideoCore::RasterizerInterface& rasterizer; |
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TTextureCache& texture_cache; |
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TTBufferCache& buffer_cache; |
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private: |
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void TryReleasePendingFences() { |
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while (!fences.empty()) { |
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TFence& current_fence = fences.front(); |
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bool should_wait = texture_cache.ShouldWaitAsyncFlushes(); |
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should_wait |= buffer_cache.ShouldWaitAsyncFlushes(); |
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if (should_wait && !IsFenceSignaled(current_fence)) { |
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return; |
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} |
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texture_cache.PopAsyncFlushes(); |
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buffer_cache.PopAsyncFlushes(); |
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auto& gpu{system.GPU()}; |
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auto& memory_manager{gpu.MemoryManager()}; |
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memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload()); |
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