Merge pull request #2470 from degasus/syncgpu
Common: Blocking Loop (extracted from Fifo.cpp)
This commit is contained in:
commit
0c5aa54606
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <mutex>
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#include <thread>
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#include "Common/Event.h"
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#include "Common/Flag.h"
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namespace Common
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{
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// This class provides a synchronized loop.
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// It's a thread-safe way to trigger a new iteration without busy loops.
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// It's optimized for high-usage iterations which usually are already running while it's triggered often.
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// Be careful on using Wait() and Wakeup() at the same time. Wait() may block forever while Wakeup() is called regulary.
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class BlockingLoop
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{
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public:
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BlockingLoop()
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{
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m_stopped.Set();
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}
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~BlockingLoop()
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{
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Stop();
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}
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// Triggers to rerun the payload of the Run() function at least once again.
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// This function will never block and is designed to finish as fast as possible.
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void Wakeup()
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{
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// Already running, so no need for a wakeup.
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// This is the common case, so try to get this as fast as possible.
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if (m_running_state.load() >= STATE_NEED_EXECUTION)
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return;
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// Mark that new data is available. If the old state will rerun the payload
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// itself, we don't have to set the event to interrupt the worker.
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if (m_running_state.exchange(STATE_NEED_EXECUTION) != STATE_SLEEPING)
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return;
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// Else as the worker thread may sleep now, we have to set the event.
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m_new_work_event.Set();
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}
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// Wait for a complete payload run after the last Wakeup() call.
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// If stopped, this returns immediately.
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void Wait()
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{
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// already done
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if (m_stopped.IsSet() || m_running_state.load() <= STATE_DONE)
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return;
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// notifying this event will only wake up one thread, so use a mutex here to
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// allow only one waiting thread. And in this way, we get an event free wakeup
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// but for the first thread for free
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std::lock_guard<std::mutex> lk(m_wait_lock);
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// Wait for the worker thread to finish.
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while (!m_stopped.IsSet() && m_running_state.load() > STATE_DONE)
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{
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m_done_event.Wait();
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}
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// As we wanted to wait for the other thread, there is likely no work remaining.
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// So there is no need for a busy loop any more.
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m_may_sleep.Set();
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}
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// Half start the worker.
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// So this object is in a running state and Wait() will block until the worker calls Run().
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// This may be called from any thread and is supposed to call at least once before Wait() is used.
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void Prepare()
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{
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// There is a race condition if the other threads call this function while
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// the loop thread is initializing. Using this lock will ensure a valid state.
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std::lock_guard<std::mutex> lk(m_prepare_lock);
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if (!m_stopped.TestAndClear())
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return;
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m_running_state.store(STATE_LAST_EXECUTION); // so the payload will only be executed once without any Wakeup call
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m_shutdown.Clear();
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m_may_sleep.Set();
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}
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// Mainloop of this object.
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// The payload callback is called at least as often as it's needed to match the Wakeup() requirements.
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// The optional timeout parameters is a timeout how periodicly the payload should be called.
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// Use timeout = 0 to run without a timeout at all.
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template<class F> void Run(F payload, int64_t timeout = 0)
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{
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// Asserts that Prepare is called at least once before we enter the loop.
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// But a good implementation should call this before already.
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Prepare();
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while (!m_shutdown.IsSet())
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{
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payload();
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switch (m_running_state.load())
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{
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case STATE_NEED_EXECUTION:
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// We won't get notified while we are in the STATE_NEED_EXECUTION state, so maybe Wakeup was called.
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// So we have to assume on finishing the STATE_NEED_EXECUTION state, that there may be some remaining tasks.
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// To process this tasks, we call the payload again within the STATE_LAST_EXECUTION state.
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m_running_state--;
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break;
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case STATE_LAST_EXECUTION:
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// If we're still in the STATE_LAST_EXECUTION state, than Wakeup wasn't called within the last
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// execution of payload. This means we should be ready now.
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// But bad luck, Wakeup might have be called right now. So break and rerun the payload
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// if the state was touched right now.
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if (m_running_state-- != STATE_LAST_EXECUTION)
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break;
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// Else we're likely in the STATE_DONE state now, so wakeup the waiting threads right now.
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// However, if we're not in the STATE_DONE state any more, the event should also be
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// triggered so that we'll skip the next waiting call quite fast.
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m_done_event.Set();
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case STATE_DONE:
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// We're done now. So time to check if we want to sleep or if we want to stay in a busy loop.
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if (m_may_sleep.TestAndClear())
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{
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// Try to set the sleeping state.
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if (m_running_state-- != STATE_DONE)
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break;
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}
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else
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{
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// Busy loop.
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break;
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}
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case STATE_SLEEPING:
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// Just relax
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if (timeout > 0)
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{
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m_new_work_event.WaitFor(std::chrono::milliseconds(timeout));
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}
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else
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{
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m_new_work_event.Wait();
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}
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break;
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}
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}
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// Shutdown down, so get a safe state
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m_running_state.store(STATE_DONE);
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m_stopped.Set();
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// Wake up the last Wait calls.
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m_done_event.Set();
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}
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// Quits the mainloop.
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// By default, it will wait until the Mainloop quits.
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// Be careful to not use the blocking way within the payload of the Run() method.
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void Stop(bool block = true)
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{
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if (m_stopped.IsSet())
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return;
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m_shutdown.Set();
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// We have to interrupt the sleeping call to let the worker shut down soon.
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Wakeup();
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if (block)
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Wait();
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}
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bool IsRunning() const
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{
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return !m_stopped.IsSet() && !m_shutdown.IsSet();
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}
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// This functions should be triggered by regulary by time. So we will fall back from
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// the busy loop to the sleeping way.
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void AllowSleep()
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{
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m_may_sleep.Set();
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}
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private:
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std::mutex m_wait_lock;
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std::mutex m_prepare_lock;
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Flag m_stopped; // This one is set, Wait() shall not block.
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Flag m_shutdown; // If this one is set, the loop shall be quit.
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Event m_new_work_event;
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Event m_done_event;
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enum RUNNING_TYPE {
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STATE_SLEEPING = 0,
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STATE_DONE = 1,
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STATE_LAST_EXECUTION = 2,
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STATE_NEED_EXECUTION = 3
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};
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std::atomic<int> m_running_state; // must be of type RUNNING_TYPE
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Flag m_may_sleep; // If this one is set, we fall back from the busy loop to an event based synchronization.
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};
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}
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@ -40,6 +40,7 @@
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<ClInclude Include="Atomic_Win32.h" />
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<ClInclude Include="BitField.h" />
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<ClInclude Include="BitSet.h" />
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<ClInclude Include="BlockLoop.h" />
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<ClInclude Include="BreakPoints.h" />
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<ClInclude Include="CDUtils.h" />
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<ClInclude Include="ChunkFile.h" />
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<ClInclude Include="Atomic_Win32.h" />
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<ClInclude Include="BitField.h" />
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<ClInclude Include="BitSet.h" />
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<ClInclude Include="BlockingLoop.h" />
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<ClInclude Include="BreakPoints.h" />
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<ClInclude Include="CDUtils.h" />
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<ClInclude Include="ChunkFile.h" />
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@ -481,7 +481,7 @@ void Idle()
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{
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//DEBUG_LOG(POWERPC, "Idle");
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPUOnSkipIdleHack)
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPUOnSkipIdleHack && !SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPU)
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{
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//When the FIFO is processing data we must not advance because in this way
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//the VI will be desynchronized. So, We are waiting until the FIFO finish and
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@ -62,6 +62,7 @@ IPC_HLE_PERIOD: For the Wiimote this is the call schedule:
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#include "Core/PowerPC/PowerPC.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/VideoBackendBase.h"
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@ -189,7 +190,7 @@ static void PatchEngineCallback(u64 userdata, int cyclesLate)
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static void ThrottleCallback(u64 last_time, int cyclesLate)
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{
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// Allow the GPU thread to sleep. Setting this flag here limits the wakeups to 1 kHz.
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CommandProcessor::s_gpuMaySleep.Set();
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GpuMaySleep();
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u32 time = Common::Timer::GetTimeMs();
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@ -49,8 +49,6 @@ static std::atomic<bool> s_interrupt_finish_waiting;
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static std::atomic<u32> s_vi_ticks(CommandProcessor::m_cpClockOrigin);
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Common::Flag s_gpuMaySleep;
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static bool IsOnThread()
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{
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return SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread;
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@ -17,7 +17,6 @@ namespace CommandProcessor
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{
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extern SCPFifoStruct fifo; //This one is shared between gfx thread and emulator thread.
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extern Common::Flag s_gpuMaySleep;
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// internal hardware addresses
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enum
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#include <atomic>
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#include "Common/Atomic.h"
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#include "Common/BlockingLoop.h"
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#include "Common/ChunkFile.h"
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#include "Common/CPUDetect.h"
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#include "Common/Event.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoConfig.h"
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bool g_bSkipCurrentFrame = false;
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static std::atomic<bool> s_gpu_running_state;
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static Common::BlockingLoop s_gpu_mainloop;
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static std::atomic<bool> s_emu_running_state;
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// Most of this array is unlikely to be faulted in...
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@ -41,8 +44,6 @@ static u8* s_fifo_aux_read_ptr;
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bool g_use_deterministic_gpu_thread;
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// STATE_TO_SAVE
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static std::mutex s_video_buffer_lock;
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static std::condition_variable s_video_buffer_cond;
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static u8* s_video_buffer;
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static u8* s_video_buffer_read_ptr;
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static std::atomic<u8*> s_video_buffer_write_ptr;
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@ -60,12 +61,6 @@ static u8* s_video_buffer_pp_read_ptr;
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// polls, it's just atomic.
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// - The pp_read_ptr is the CPU preprocessing version of the read_ptr.
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static Common::Flag s_gpu_is_running; // If this one is set, the gpu loop will be called at least once again
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static Common::Event s_gpu_new_work_event;
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static Common::Flag s_gpu_is_pending; // If this one is set, there might still be work to do
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static Common::Event s_gpu_done_event;
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void Fifo_DoState(PointerWrap &p)
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{
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p.DoArray(s_video_buffer, FIFO_SIZE);
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@ -102,13 +97,14 @@ void Fifo_Init()
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// Padded so that SIMD overreads in the vertex loader are safe
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s_video_buffer = (u8*)AllocateMemoryPages(FIFO_SIZE + 4);
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ResetVideoBuffer();
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s_gpu_running_state.store(false);
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread)
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s_gpu_mainloop.Prepare();
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CommandProcessor::SetVITicks(CommandProcessor::m_cpClockOrigin);
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}
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void Fifo_Shutdown()
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{
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if (s_gpu_running_state.load())
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if (s_gpu_mainloop.IsRunning())
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PanicAlert("Fifo shutting down while active");
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FreeMemoryPages(s_video_buffer, FIFO_SIZE + 4);
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@ -135,27 +131,22 @@ void ExitGpuLoop()
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FlushGpu();
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// Terminate GPU thread loop
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s_gpu_running_state.store(false);
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s_emu_running_state.store(true);
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s_gpu_new_work_event.Set();
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s_gpu_mainloop.Stop(false);
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}
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void EmulatorState(bool running)
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{
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s_emu_running_state.store(running);
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s_gpu_new_work_event.Set();
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s_gpu_mainloop.Wakeup();
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}
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void SyncGPU(SyncGPUReason reason, bool may_move_read_ptr)
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{
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if (g_use_deterministic_gpu_thread)
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{
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std::unique_lock<std::mutex> lk(s_video_buffer_lock);
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u8* write_ptr = s_video_buffer_write_ptr;
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s_video_buffer_cond.wait(lk, [&]() {
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return !s_gpu_running_state.load() || s_video_buffer_seen_ptr == write_ptr;
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});
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if (!s_gpu_running_state.load())
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s_gpu_mainloop.Wait();
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if (!s_gpu_mainloop.IsRunning())
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return;
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// Opportunistically reset FIFOs so we don't wrap around.
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@ -168,6 +159,8 @@ void SyncGPU(SyncGPUReason reason, bool may_move_read_ptr)
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if (may_move_read_ptr)
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{
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u8* write_ptr = s_video_buffer_write_ptr;
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// what's left over in the buffer
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size_t size = write_ptr - s_video_buffer_pp_read_ptr;
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@ -188,7 +181,7 @@ void PushFifoAuxBuffer(void* ptr, size_t size)
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if (size > (size_t) (s_fifo_aux_data + FIFO_SIZE - s_fifo_aux_write_ptr))
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{
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SyncGPU(SYNC_GPU_AUX_SPACE, /* may_move_read_ptr */ false);
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if (!s_gpu_running_state.load())
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if (!s_gpu_mainloop.IsRunning())
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{
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// GPU is shutting down
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return;
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@ -243,9 +236,9 @@ static void ReadDataFromFifoOnCPU(u32 readPtr)
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// We can't wrap around while the GPU is working on the data.
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// This should be very rare due to the reset in SyncGPU.
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SyncGPU(SYNC_GPU_WRAPAROUND);
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if (!s_gpu_running_state.load())
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if (!s_gpu_mainloop.IsRunning())
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{
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// GPU is shutting down
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// GPU is shutting down, so the next asserts may fail
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return;
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}
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@ -283,18 +276,19 @@ void ResetVideoBuffer()
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// Purpose: Keep the Core HW updated about the CPU-GPU distance
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void RunGpuLoop()
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{
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s_gpu_running_state.store(true);
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SCPFifoStruct &fifo = CommandProcessor::fifo;
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u32 cyclesExecuted = 0;
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AsyncRequests::GetInstance()->SetEnable(true);
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AsyncRequests::GetInstance()->SetPassthrough(false);
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while (s_gpu_running_state.load())
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{
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s_gpu_mainloop.Run(
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[] {
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g_video_backend->PeekMessages();
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if (g_use_deterministic_gpu_thread && s_emu_running_state.load())
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// Do nothing while paused
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if (!s_emu_running_state.load())
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return;
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if (g_use_deterministic_gpu_thread)
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{
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AsyncRequests::GetInstance()->PullEvents();
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@ -305,16 +299,13 @@ void RunGpuLoop()
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if (write_ptr > seen_ptr)
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{
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s_video_buffer_read_ptr = OpcodeDecoder_Run(DataReader(s_video_buffer_read_ptr, write_ptr), nullptr, false);
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{
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std::lock_guard<std::mutex> vblk(s_video_buffer_lock);
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s_video_buffer_seen_ptr = write_ptr;
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s_video_buffer_cond.notify_all();
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}
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s_video_buffer_seen_ptr = write_ptr;
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}
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}
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else if (s_emu_running_state.load())
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else
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||||
{
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||||
SCPFifoStruct &fifo = CommandProcessor::fifo;
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AsyncRequests::GetInstance()->PullEvents();
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CommandProcessor::SetCPStatusFromGPU();
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|
@ -333,6 +324,7 @@ void RunGpuLoop()
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|||
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||||
if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPU || CommandProcessor::GetVITicks() > CommandProcessor::m_cpClockOrigin)
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||||
{
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u32 cyclesExecuted = 0;
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||||
u32 readPtr = fifo.CPReadPointer;
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ReadDataFromFifo(readPtr);
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||||
|
@ -369,31 +361,15 @@ void RunGpuLoop()
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|||
// leading the CPU thread to wait in Video_BeginField or Video_AccessEFB thus slowing things down.
|
||||
AsyncRequests::GetInstance()->PullEvents();
|
||||
}
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||||
// The fifo is empty and it's unlikely we will get any more work in the near future.
|
||||
// Make sure VertexManager finishes drawing any primitives it has stored in it's buffer.
|
||||
VertexManager::Flush();
|
||||
|
||||
// don't release the GPU running state on sync GPU waits
|
||||
fifo.isGpuReadingData = !run_loop;
|
||||
}
|
||||
}, 100);
|
||||
|
||||
s_gpu_is_pending.Clear();
|
||||
s_gpu_done_event.Set();
|
||||
|
||||
if (s_gpu_is_running.IsSet())
|
||||
{
|
||||
if (CommandProcessor::s_gpuMaySleep.IsSet())
|
||||
{
|
||||
// Reset the atomic flag. But as the CPU thread might have pushed some new data, we have to rerun the GPU loop
|
||||
s_gpu_is_pending.Set();
|
||||
s_gpu_is_running.Clear();
|
||||
CommandProcessor::s_gpuMaySleep.Clear();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
s_gpu_new_work_event.WaitFor(std::chrono::milliseconds(100));
|
||||
}
|
||||
}
|
||||
// wake up SyncGPU if we were interrupted
|
||||
s_video_buffer_cond.notify_all();
|
||||
AsyncRequests::GetInstance()->SetEnable(false);
|
||||
AsyncRequests::GetInstance()->SetPassthrough(true);
|
||||
}
|
||||
|
@ -403,11 +379,12 @@ void FlushGpu()
|
|||
if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread || g_use_deterministic_gpu_thread)
|
||||
return;
|
||||
|
||||
while (s_gpu_is_running.IsSet() || s_gpu_is_pending.IsSet())
|
||||
{
|
||||
CommandProcessor::s_gpuMaySleep.Set();
|
||||
s_gpu_done_event.Wait();
|
||||
}
|
||||
s_gpu_mainloop.Wait();
|
||||
}
|
||||
|
||||
void GpuMaySleep()
|
||||
{
|
||||
s_gpu_mainloop.AllowSleep();
|
||||
}
|
||||
|
||||
bool AtBreakpoint()
|
||||
|
@ -429,6 +406,7 @@ void RunGpu()
|
|||
if (g_use_deterministic_gpu_thread)
|
||||
{
|
||||
ReadDataFromFifoOnCPU(fifo.CPReadPointer);
|
||||
s_gpu_mainloop.Wakeup();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -460,11 +438,9 @@ void RunGpu()
|
|||
}
|
||||
|
||||
// wake up GPU thread
|
||||
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread && !s_gpu_is_running.IsSet())
|
||||
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread)
|
||||
{
|
||||
s_gpu_is_pending.Set();
|
||||
s_gpu_is_running.Set();
|
||||
s_gpu_new_work_event.Set();
|
||||
s_gpu_mainloop.Wakeup();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -43,6 +43,7 @@ void* PopFifoAuxBuffer(size_t size);
|
|||
|
||||
void FlushGpu();
|
||||
void RunGpu();
|
||||
void GpuMaySleep();
|
||||
void RunGpuLoop();
|
||||
void ExitGpuLoop();
|
||||
void EmulatorState(bool running);
|
||||
|
|
|
@ -0,0 +1,84 @@
|
|||
// Copyright 2014 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <atomic>
|
||||
#include <thread>
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "Common/BlockingLoop.h"
|
||||
|
||||
TEST(BlockingLoop, MultiThreaded)
|
||||
{
|
||||
Common::BlockingLoop loop;
|
||||
std::atomic<int> signaled_a(0);
|
||||
std::atomic<int> received_a(0);
|
||||
std::atomic<int> signaled_b(0);
|
||||
std::atomic<int> received_b(0);
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
// Invalidate the current state.
|
||||
received_a.store(signaled_a.load() + 1);
|
||||
received_b.store(signaled_b.load() + 123);
|
||||
|
||||
// Must not block as the loop is stopped.
|
||||
loop.Wait();
|
||||
|
||||
std::thread loop_thread(
|
||||
[&]() {
|
||||
loop.Run(
|
||||
[&]() {
|
||||
received_a.store(signaled_a.load());
|
||||
received_b.store(signaled_b.load());
|
||||
});
|
||||
});
|
||||
|
||||
// Now Wait must block.
|
||||
loop.Prepare();
|
||||
|
||||
// The payload must run at least once on startup.
|
||||
loop.Wait();
|
||||
EXPECT_EQ(signaled_a.load(), received_a.load());
|
||||
EXPECT_EQ(signaled_b.load(), received_b.load());
|
||||
|
||||
std::thread run_a_thread(
|
||||
[&]() {
|
||||
for (int j = 0; j < 100; j++)
|
||||
{
|
||||
for (int k = 0; k < 100; k++)
|
||||
{
|
||||
signaled_a++;
|
||||
loop.Wakeup();
|
||||
}
|
||||
|
||||
loop.Wait();
|
||||
EXPECT_EQ(signaled_a.load(), received_a.load());
|
||||
}
|
||||
});
|
||||
std::thread run_b_thread(
|
||||
[&]() {
|
||||
for (int j = 0; j < 100; j++)
|
||||
{
|
||||
for (int k = 0; k < 100; k++)
|
||||
{
|
||||
signaled_b++;
|
||||
loop.Wakeup();
|
||||
}
|
||||
|
||||
loop.Wait();
|
||||
EXPECT_EQ(signaled_b.load(), received_b.load());
|
||||
}
|
||||
});
|
||||
|
||||
run_a_thread.join();
|
||||
run_b_thread.join();
|
||||
|
||||
loop.Stop();
|
||||
|
||||
// Must not block
|
||||
loop.Wait();
|
||||
|
||||
loop_thread.join();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
// Copyright 2014 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <atomic>
|
||||
#include <thread>
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "Common/BlockingLoop.h"
|
||||
#include "Common/Thread.h"
|
||||
|
||||
TEST(BusyLoopTest, MultiThreaded)
|
||||
{
|
||||
Common::BlockingLoop loop;
|
||||
Common::Event e;
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
loop.Prepare();
|
||||
std::thread loop_thread(
|
||||
[&]() {
|
||||
loop.Run(
|
||||
[&]() {
|
||||
e.Set();
|
||||
});
|
||||
});
|
||||
|
||||
// Ping - Pong
|
||||
for (int j = 0; j < 10; j++)
|
||||
{
|
||||
loop.Wakeup();
|
||||
e.Wait();
|
||||
|
||||
// Just waste some time. So the main loop did fall back to the sleep state much more likely.
|
||||
Common::SleepCurrentThread(1);
|
||||
}
|
||||
|
||||
for (int j = 0; j < 100; j++)
|
||||
{
|
||||
// We normally have to call Wakeup to assure the Event is triggered.
|
||||
// But this check is for an internal feature of the BlockingLoop.
|
||||
// It's implemented to fall back to a busy loop regulary.
|
||||
// If we're in the busy loop, the payload (and so the Event) is called all the time.
|
||||
//loop.Wakeup();
|
||||
e.Wait();
|
||||
}
|
||||
|
||||
loop.Stop();
|
||||
loop_thread.join();
|
||||
}
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
add_dolphin_test(BitFieldTest BitFieldTest.cpp)
|
||||
add_dolphin_test(BitSetTest BitSetTest.cpp)
|
||||
add_dolphin_test(BlockingLoopTest BlockingLoopTest.cpp)
|
||||
add_dolphin_test(BusyLoopTest BusyLoopTest.cpp)
|
||||
add_dolphin_test(CommonFuncsTest CommonFuncsTest.cpp)
|
||||
add_dolphin_test(EventTest EventTest.cpp)
|
||||
add_dolphin_test(FifoQueueTest FifoQueueTest.cpp)
|
||||
|
|
Loading…
Reference in New Issue