pcsx2/pcsx2/MTGS.cpp

1037 lines
29 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include <list>
#include "common/ScopedGuard.h"
#include "common/StringUtil.h"
#include "GS.h"
#include "Gif_Unit.h"
#include "MTVU.h"
#include "Elfheader.h"
#include "Host.h"
#include "HostDisplay.h"
#include "IconsFontAwesome5.h"
#include "VMManager.h"
// Uncomment this to enable profiling of the GS RingBufferCopy function.
//#define PCSX2_GSRING_SAMPLING_STATS
using namespace Threading;
#if 0 //PCSX2_DEBUG
#define MTGS_LOG Console.WriteLn
#else
#define MTGS_LOG(...) \
do \
{ \
} while (0)
#endif
// =====================================================================================================
// MTGS Threaded Class Implementation
// =====================================================================================================
alignas(32) MTGS_BufferedData RingBuffer;
#ifdef RINGBUF_DEBUG_STACK
#include <list>
std::list<uint> ringposStack;
#endif
SysMtgsThread::SysMtgsThread()
#ifdef RINGBUF_DEBUG_STACK
: m_lock_Stack()
#endif
{
m_ReadPos = 0;
m_WritePos = 0;
m_packet_size = 0;
m_packet_writepos = 0;
m_QueuedFrameCount = 0;
m_VsyncSignalListener = false;
m_SignalRingEnable = false;
m_SignalRingPosition = 0;
m_CopyDataTally = 0;
}
SysMtgsThread::~SysMtgsThread()
{
ShutdownThread();
}
void SysMtgsThread::StartThread()
{
if (m_thread.joinable())
return;
pxAssertRel(!m_open_flag.load(), "GS thread should not be opened when starting");
m_sem_event.Reset();
m_shutdown_flag.store(false, std::memory_order_release);
m_thread = std::thread(&SysMtgsThread::ThreadEntryPoint, this);
}
void SysMtgsThread::ShutdownThread()
{
if (!m_thread.joinable())
return;
// just go straight to shutdown, don't wait-for-open again
m_shutdown_flag.store(true, std::memory_order_release);
if (IsOpen())
WaitForClose();
// make sure the thread actually exits
m_sem_event.NotifyOfWork();
m_thread.join();
}
void SysMtgsThread::ThreadEntryPoint()
{
Threading::SetNameOfCurrentThread("GS");
if (GSinit() != 0)
{
Host::ReportErrorAsync("Error", "GSinit() failed.");
m_open_or_close_done.Post();
return;
}
m_thread_handle = Threading::ThreadHandle::GetForCallingThread();
for (;;)
{
// wait until we're actually asked to initialize (and config has been loaded, etc)
while (!m_open_flag.load(std::memory_order_acquire))
{
if (m_shutdown_flag.load(std::memory_order_acquire))
{
m_sem_event.Kill();
m_thread_handle = {};
return;
}
m_sem_event.WaitForWork();
}
// try initializing.. this could fail
const bool opened = TryOpenGS();
m_open_flag.store(opened, std::memory_order_release);
// notify emu thread that we finished opening (or failed)
m_open_or_close_done.Post();
// are we open?
if (!opened)
{
// wait until we're asked to try again...
continue;
}
// we're ready to go
MainLoop();
// when we come back here, it's because we closed (or shutdown)
// that means the emu thread should be blocked, waiting for us to be done
pxAssertRel(!m_open_flag.load(std::memory_order_relaxed), "Open flag is clear on close");
CloseGS();
m_open_or_close_done.Post();
// we need to reset sem_event here, because MainLoop() kills it.
m_sem_event.Reset();
}
GSshutdown();
}
void SysMtgsThread::ResetGS(bool hardware_reset)
{
pxAssertDev(!IsOpen() || (m_ReadPos == m_WritePos), "Must close or terminate the GS thread prior to gsReset.");
// MTGS Reset process:
// * clear the ringbuffer.
// * Signal a reset.
// * clear the path and byRegs structs (used by GIFtagDummy)
m_ReadPos = m_WritePos.load();
m_QueuedFrameCount = 0;
m_VsyncSignalListener = 0;
MTGS_LOG("MTGS: Sending Reset...");
SendSimplePacket(GS_RINGTYPE_RESET, static_cast<int>(hardware_reset), 0, 0);
SetEvent();
}
struct RingCmdPacket_Vsync
{
u8 regset1[0x0f0];
u32 csr;
u32 imr;
GSRegSIGBLID siglblid;
// must be 16 byte aligned
u32 registers_written;
u32 pad[3];
};
void SysMtgsThread::PostVsyncStart(bool registers_written)
{
// Optimization note: Typically regset1 isn't needed. The regs in that area are typically
// changed infrequently, usually during video mode changes. However, on modern systems the
// 256-byte copy is only a few dozen cycles -- executed 60 times a second -- so probably
// not worth the effort or overhead of trying to selectively avoid it.
uint packsize = sizeof(RingCmdPacket_Vsync) / 16;
PrepDataPacket(GS_RINGTYPE_VSYNC, packsize);
MemCopy_WrappedDest((u128*)PS2MEM_GS, RingBuffer.m_Ring, m_packet_writepos, RingBufferSize, 0xf);
u32* remainder = (u32*)GetDataPacketPtr();
remainder[0] = GSCSRr;
remainder[1] = GSIMR._u32;
(GSRegSIGBLID&)remainder[2] = GSSIGLBLID;
remainder[4] = static_cast<u32>(registers_written);
m_packet_writepos = (m_packet_writepos + 2) & RingBufferMask;
SendDataPacket();
// Vsyncs should always start the GS thread, regardless of how little has actually be queued.
if (m_CopyDataTally != 0)
SetEvent();
// If the MTGS is allowed to queue a lot of frames in advance, it creates input lag.
// Use the Queued FrameCount to stall the EE if another vsync (or two) are already queued
// in the ringbuffer. The queue limit is disabled when both FrameLimiting and Vsync are
// disabled, since the queue can have perverse effects on framerate benchmarking.
// Edit: It's possible that MTGS is that much faster than GS that it creates so much lag,
// a game becomes uncontrollable (software rendering for example).
// For that reason it's better to have the limit always in place, at the cost of a few max FPS in benchmarks.
// If those are needed back, it's better to increase the VsyncQueueSize via PCSX_vm.ini.
// (The Xenosaga engine is known to run into this, due to it throwing bulks of data in one frame followed by 2 empty frames.)
if ((m_QueuedFrameCount.fetch_add(1) < EmuConfig.GS.VsyncQueueSize) /*|| (!EmuConfig.GS.VsyncEnable && !EmuConfig.GS.FrameLimitEnable)*/)
return;
m_VsyncSignalListener.store(true, std::memory_order_release);
//Console.WriteLn( Color_Blue, "(EEcore Sleep) Vsync\t\tringpos=0x%06x, writepos=0x%06x", m_ReadPos.load(), m_WritePos.load() );
m_sem_Vsync.Wait();
}
void SysMtgsThread::InitAndReadFIFO(u8* mem, u32 qwc)
{
if (EmuConfig.GS.HWDownloadMode >= GSHardwareDownloadMode::Unsynchronized && GSConfig.UseHardwareRenderer())
{
if (EmuConfig.GS.HWDownloadMode == GSHardwareDownloadMode::Unsynchronized)
GSReadLocalMemoryUnsync(mem, qwc, vif1.BITBLTBUF._u64, vif1.TRXPOS._u64, vif1.TRXREG._u64);
else
std::memset(mem, 0, qwc * 16);
return;
}
SendPointerPacket(GS_RINGTYPE_INIT_AND_READ_FIFO, qwc, mem);
WaitGS(false, false, false);
}
union PacketTagType
{
struct
{
u32 command;
u32 data[3];
};
struct
{
u32 _command;
u32 _data[1];
uptr pointer;
};
};
bool SysMtgsThread::TryOpenGS()
{
std::memcpy(RingBuffer.Regs, PS2MEM_GS, sizeof(PS2MEM_GS));
if (!GSopen(EmuConfig.GS, EmuConfig.GS.Renderer, RingBuffer.Regs))
return false;
GSsetGameCRC(ElfCRC);
return true;
}
void SysMtgsThread::MainLoop()
{
// Threading info: run in MTGS thread
// m_ReadPos is only update by the MTGS thread so it is safe to load it with a relaxed atomic
#ifdef RINGBUF_DEBUG_STACK
PacketTagType prevCmd;
#endif
std::unique_lock mtvu_lock(m_mtx_RingBufferBusy2);
while (true)
{
if (m_run_idle_flag.load(std::memory_order_acquire) && VMManager::GetState() != VMState::Running)
{
if (!m_sem_event.CheckForWork())
{
GSPresentCurrentFrame();
GSThrottlePresentation();
}
}
else
{
mtvu_lock.unlock();
m_sem_event.WaitForWork();
mtvu_lock.lock();
}
if (!m_open_flag.load(std::memory_order_acquire))
break;
// note: m_ReadPos is intentionally not volatile, because it should only
// ever be modified by this thread.
while (m_ReadPos.load(std::memory_order_relaxed) != m_WritePos.load(std::memory_order_acquire))
{
const unsigned int local_ReadPos = m_ReadPos.load(std::memory_order_relaxed);
pxAssert(local_ReadPos < RingBufferSize);
const PacketTagType& tag = (PacketTagType&)RingBuffer[local_ReadPos];
u32 ringposinc = 1;
#ifdef RINGBUF_DEBUG_STACK
// pop a ringpos off the stack. It should match this one!
m_lock_Stack.Lock();
uptr stackpos = ringposStack.back();
if (stackpos != local_ReadPos)
{
Console.Error("MTGS Ringbuffer Critical Failure ---> %x to %x (prevCmd: %x)\n", stackpos, local_ReadPos, prevCmd.command);
}
pxAssert(stackpos == local_ReadPos);
prevCmd = tag;
ringposStack.pop_back();
m_lock_Stack.Release();
#endif
switch (tag.command)
{
#if COPY_GS_PACKET_TO_MTGS == 1
case GS_RINGTYPE_P1:
{
uint datapos = (local_ReadPos + 1) & RingBufferMask;
const int qsize = tag.data[0];
const u128* data = &RingBuffer[datapos];
MTGS_LOG("(MTGS Packet Read) ringtype=P1, qwc=%u", qsize);
uint endpos = datapos + qsize;
if (endpos >= RingBufferSize)
{
uint firstcopylen = RingBufferSize - datapos;
GSgifTransfer((u8*)data, firstcopylen);
datapos = endpos & RingBufferMask;
GSgifTransfer((u8*)RingBuffer.m_Ring, datapos);
}
else
{
GSgifTransfer((u8*)data, qsize);
}
ringposinc += qsize;
}
break;
case GS_RINGTYPE_P2:
{
uint datapos = (local_ReadPos + 1) & RingBufferMask;
const int qsize = tag.data[0];
const u128* data = &RingBuffer[datapos];
MTGS_LOG("(MTGS Packet Read) ringtype=P2, qwc=%u", qsize);
uint endpos = datapos + qsize;
if (endpos >= RingBufferSize)
{
uint firstcopylen = RingBufferSize - datapos;
GSgifTransfer2((u32*)data, firstcopylen);
datapos = endpos & RingBufferMask;
GSgifTransfer2((u32*)RingBuffer.m_Ring, datapos);
}
else
{
GSgifTransfer2((u32*)data, qsize);
}
ringposinc += qsize;
}
break;
case GS_RINGTYPE_P3:
{
uint datapos = (local_ReadPos + 1) & RingBufferMask;
const int qsize = tag.data[0];
const u128* data = &RingBuffer[datapos];
MTGS_LOG("(MTGS Packet Read) ringtype=P3, qwc=%u", qsize);
uint endpos = datapos + qsize;
if (endpos >= RingBufferSize)
{
uint firstcopylen = RingBufferSize - datapos;
GSgifTransfer3((u32*)data, firstcopylen);
datapos = endpos & RingBufferMask;
GSgifTransfer3((u32*)RingBuffer.m_Ring, datapos);
}
else
{
GSgifTransfer3((u32*)data, qsize);
}
ringposinc += qsize;
}
break;
#endif
case GS_RINGTYPE_GSPACKET:
{
Gif_Path& path = gifUnit.gifPath[tag.data[2]];
u32 offset = tag.data[0];
u32 size = tag.data[1];
if (offset != ~0u)
GSgifTransfer((u8*)&path.buffer[offset], size / 16);
path.readAmount.fetch_sub(size, std::memory_order_acq_rel);
break;
}
case GS_RINGTYPE_MTVU_GSPACKET:
{
MTVU_LOG("MTGS - Waiting on semaXGkick!");
if (!vu1Thread.semaXGkick.TryWait())
{
mtvu_lock.unlock();
// Wait for MTVU to complete vu1 program
vu1Thread.semaXGkick.Wait();
mtvu_lock.lock();
}
Gif_Path& path = gifUnit.gifPath[GIF_PATH_1];
GS_Packet gsPack = path.GetGSPacketMTVU(); // Get vu1 program's xgkick packet(s)
if (gsPack.size)
GSgifTransfer((u8*)&path.buffer[gsPack.offset], gsPack.size / 16);
path.readAmount.fetch_sub(gsPack.size + gsPack.readAmount, std::memory_order_acq_rel);
path.PopGSPacketMTVU(); // Should be done last, for proper Gif_MTGS_Wait()
break;
}
default:
{
switch (tag.command)
{
case GS_RINGTYPE_VSYNC:
{
const int qsize = tag.data[0];
ringposinc += qsize;
MTGS_LOG("(MTGS Packet Read) ringtype=Vsync, field=%u, skip=%s", !!(((u32&)RingBuffer.Regs[0x1000]) & 0x2000) ? 0 : 1, tag.data[1] ? "true" : "false");
// Mail in the important GS registers.
// This seemingly obtuse system is needed in order to handle cases where the vsync data wraps
// around the edge of the ringbuffer. If not for that I'd just use a struct. >_<
uint datapos = (local_ReadPos + 1) & RingBufferMask;
MemCopy_WrappedSrc(RingBuffer.m_Ring, datapos, RingBufferSize, (u128*)RingBuffer.Regs, 0xf);
u32* remainder = (u32*)&RingBuffer[datapos];
((u32&)RingBuffer.Regs[0x1000]) = remainder[0];
((u32&)RingBuffer.Regs[0x1010]) = remainder[1];
((GSRegSIGBLID&)RingBuffer.Regs[0x1080]) = (GSRegSIGBLID&)remainder[2];
// CSR & 0x2000; is the pageflip id.
GSvsync((((u32&)RingBuffer.Regs[0x1000]) & 0x2000) ? 0 : 1, remainder[4] != 0);
m_QueuedFrameCount.fetch_sub(1);
if (m_VsyncSignalListener.exchange(false))
m_sem_Vsync.Post();
// Do not StateCheckInThread() here
// Otherwise we could pause while there's still data in the queue
// Which could make the MTVU thread wait forever for it to empty
}
break;
case GS_RINGTYPE_ASYNC_CALL:
{
AsyncCallType* const func = (AsyncCallType*)tag.pointer;
(*func)();
delete func;
}
break;
case GS_RINGTYPE_FREEZE:
{
MTGS_FreezeData* data = (MTGS_FreezeData*)tag.pointer;
int mode = tag.data[0];
data->retval = GSfreeze((FreezeAction)mode, (freezeData*)data->fdata);
}
break;
case GS_RINGTYPE_RESET:
MTGS_LOG("(MTGS Packet Read) ringtype=Reset");
GSreset(tag.data[0] != 0);
break;
case GS_RINGTYPE_SOFTRESET:
{
int mask = tag.data[0];
MTGS_LOG("(MTGS Packet Read) ringtype=SoftReset");
GSgifSoftReset(mask);
}
break;
case GS_RINGTYPE_CRC:
GSsetGameCRC(tag.data[0]);
break;
case GS_RINGTYPE_INIT_AND_READ_FIFO:
MTGS_LOG("(MTGS Packet Read) ringtype=Fifo2, size=%d", tag.data[0]);
GSInitAndReadFIFO((u8*)tag.pointer, tag.data[0]);
break;
#ifdef PCSX2_DEVBUILD
default:
Console.Error("GSThreadProc, bad packet (%x) at m_ReadPos: %x, m_WritePos: %x", tag.command, local_ReadPos, m_WritePos.load());
pxFail("Bad packet encountered in the MTGS Ringbuffer.");
m_ReadPos.store(m_WritePos.load(std::memory_order_acquire), std::memory_order_release);
continue;
#else
// Optimized performance in non-Dev builds.
jNO_DEFAULT;
#endif
}
}
}
uint newringpos = (m_ReadPos.load(std::memory_order_relaxed) + ringposinc) & RingBufferMask;
if (EmuConfig.GS.SynchronousMTGS)
{
pxAssert(m_WritePos == newringpos);
}
m_ReadPos.store(newringpos, std::memory_order_release);
if (m_SignalRingEnable.load(std::memory_order_acquire))
{
// The EEcore has requested a signal after some amount of processed data.
if (m_SignalRingPosition.fetch_sub(ringposinc) <= 0)
{
// Make sure to post the signal after the m_ReadPos has been updated...
m_SignalRingEnable.store(false, std::memory_order_release);
m_sem_OnRingReset.Post();
continue;
}
}
}
// TODO: With the new race-free WorkSema do we still need these?
// Safety valve in case standard signals fail for some reason -- this ensures the EEcore
// won't sleep the eternity, even if SignalRingPosition didn't reach 0 for some reason.
// Important: Need to unlock the MTGS busy signal PRIOR, so that EEcore SetEvent() calls
// parallel to this handler aren't accidentally blocked.
if (m_SignalRingEnable.exchange(false))
{
//Console.Warning( "(MTGS Thread) Dangling RingSignal on empty buffer! signalpos=0x%06x", m_SignalRingPosition.exchange(0) ) );
m_SignalRingPosition.store(0, std::memory_order_release);
m_sem_OnRingReset.Post();
}
if (m_VsyncSignalListener.exchange(false))
m_sem_Vsync.Post();
//Console.Warning( "(MTGS Thread) Nothing to do! ringpos=0x%06x", m_ReadPos );
}
// Unblock any threads in WaitGS in case MTGS gets cancelled while still processing work
m_ReadPos.store(m_WritePos.load(std::memory_order_acquire), std::memory_order_relaxed);
m_sem_event.Kill();
}
void SysMtgsThread::CloseGS()
{
GSclose();
}
// Waits for the GS to empty out the entire ring buffer contents.
// If syncRegs, then writes pcsx2's gs regs to MTGS's internal copy
// If weakWait, then this function is allowed to exit after MTGS finished a path1 packet
// If isMTVU, then this implies this function is being called from the MTVU thread...
void SysMtgsThread::WaitGS(bool syncRegs, bool weakWait, bool isMTVU)
{
pxAssertDev(std::this_thread::get_id() != m_thread.get_id(), "This method is only allowed from threads *not* named MTGS.");
if (!pxAssertDev(IsOpen(), "MTGS Warning! WaitGS issued on a closed thread."))
return;
Gif_Path& path = gifUnit.gifPath[GIF_PATH_1];
// Both m_ReadPos and m_WritePos can be relaxed as we only want to test if the queue is empty but
// we don't want to access the content of the queue
SetEvent();
if (weakWait && isMTVU)
{
// On weakWait we will stop waiting on the MTGS thread if the
// MTGS thread has processed a vu1 xgkick packet, or is pending on
// its final vu1 xgkick packet (!curP1Packs)...
// Note: m_WritePos doesn't seem to have proper atomic write
// code, so reading it from the MTVU thread might be dangerous;
// hence it has been avoided...
u32 startP1Packs = path.GetPendingGSPackets();
if (startP1Packs)
{
while (true)
{
// m_mtx_RingBufferBusy2.Wait();
m_mtx_RingBufferBusy2.lock();
m_mtx_RingBufferBusy2.unlock();
if (path.GetPendingGSPackets() != startP1Packs)
break;
}
}
}
else
{
if (!m_sem_event.WaitForEmpty())
pxFailRel("MTGS Thread Died");
}
assert(!(weakWait && syncRegs) && "No synchronization for this!");
if (syncRegs)
{
// Completely synchronize GS and MTGS register states.
memcpy(RingBuffer.Regs, PS2MEM_GS, sizeof(RingBuffer.Regs));
}
}
// Sets the gsEvent flag and releases a timeslice.
// For use in loops that wait on the GS thread to do certain things.
void SysMtgsThread::SetEvent()
{
m_sem_event.NotifyOfWork();
m_CopyDataTally = 0;
}
u8* SysMtgsThread::GetDataPacketPtr() const
{
return (u8*)&RingBuffer[m_packet_writepos & RingBufferMask];
}
// Closes the data packet send command, and initiates the gs thread (if needed).
void SysMtgsThread::SendDataPacket()
{
// make sure a previous copy block has been started somewhere.
pxAssert(m_packet_size != 0);
uint actualSize = ((m_packet_writepos - m_packet_startpos) & RingBufferMask) - 1;
pxAssert(actualSize <= m_packet_size);
pxAssert(m_packet_writepos < RingBufferSize);
PacketTagType& tag = (PacketTagType&)RingBuffer[m_packet_startpos];
tag.data[0] = actualSize;
m_WritePos.store(m_packet_writepos, std::memory_order_release);
if (EmuConfig.GS.SynchronousMTGS)
{
WaitGS();
}
else
{
m_CopyDataTally += m_packet_size;
if (m_CopyDataTally > 0x2000)
SetEvent();
}
m_packet_size = 0;
//m_PacketLocker.Release();
}
void SysMtgsThread::GenericStall(uint size)
{
// Note on volatiles: m_WritePos is not modified by the GS thread, so there's no need
// to use volatile reads here. We do cache it though, since we know it never changes,
// except for calls to RingbufferRestert() -- handled below.
const uint writepos = m_WritePos.load(std::memory_order_relaxed);
// Sanity checks! (within the confines of our ringbuffer please!)
pxAssert(size < RingBufferSize);
pxAssert(writepos < RingBufferSize);
// generic gs wait/stall.
// if the writepos is past the readpos then we're safe.
// But if not then we need to make sure the readpos is outside the scope of
// the block about to be written (writepos + size)
uint readpos = m_ReadPos.load(std::memory_order_acquire);
uint freeroom;
if (writepos < readpos)
freeroom = readpos - writepos;
else
freeroom = RingBufferSize - (writepos - readpos);
if (freeroom <= size)
{
// writepos will overlap readpos if we commit the data, so we need to wait until
// readpos is out past the end of the future write pos, or until it wraps around
// (in which case writepos will be >= readpos).
// Ideally though we want to wait longer, because if we just toss in this packet
// the next packet will likely stall up too. So lets set a condition for the MTGS
// thread to wake up the EE once there's a sizable chunk of the ringbuffer emptied.
uint somedone = (RingBufferSize - freeroom) / 4;
if (somedone < size + 1)
somedone = size + 1;
// FMV Optimization: FMVs typically send *very* little data to the GS, in some cases
// every other frame is nothing more than a page swap. Sleeping the EEcore is a
// waste of time, and we get better results using a spinwait.
if (somedone > 0x80)
{
pxAssertDev(m_SignalRingEnable == 0, "MTGS Thread Synchronization Error");
m_SignalRingPosition.store(somedone, std::memory_order_release);
//Console.WriteLn( Color_Blue, "(EEcore Sleep) PrepDataPacker \tringpos=0x%06x, writepos=0x%06x, signalpos=0x%06x", readpos, writepos, m_SignalRingPosition );
while (true)
{
m_SignalRingEnable.store(true, std::memory_order_release);
SetEvent();
m_sem_OnRingReset.Wait();
readpos = m_ReadPos.load(std::memory_order_acquire);
//Console.WriteLn( Color_Blue, "(EEcore Awake) Report!\tringpos=0x%06x", readpos );
if (writepos < readpos)
freeroom = readpos - writepos;
else
freeroom = RingBufferSize - (writepos - readpos);
if (freeroom > size)
break;
}
pxAssertDev(m_SignalRingPosition <= 0, "MTGS Thread Synchronization Error");
}
else
{
//Console.WriteLn( Color_StrongGray, "(EEcore Spin) PrepDataPacket!" );
SetEvent();
while (true)
{
SpinWait();
readpos = m_ReadPos.load(std::memory_order_acquire);
if (writepos < readpos)
freeroom = readpos - writepos;
else
freeroom = RingBufferSize - (writepos - readpos);
if (freeroom > size)
break;
}
}
}
}
void SysMtgsThread::PrepDataPacket(MTGS_RingCommand cmd, u32 size)
{
m_packet_size = size;
++size; // takes into account our RingCommand QWC.
GenericStall(size);
// Command qword: Low word is the command, and the high word is the packet
// length in SIMDs (128 bits).
const unsigned int local_WritePos = m_WritePos.load(std::memory_order_relaxed);
PacketTagType& tag = (PacketTagType&)RingBuffer[local_WritePos];
tag.command = cmd;
tag.data[0] = m_packet_size;
m_packet_startpos = local_WritePos;
m_packet_writepos = (local_WritePos + 1) & RingBufferMask;
}
// Returns the amount of giftag data processed (in simd128 values).
// Return value is used by VU1's XGKICK instruction to wrap the data
// around VU memory instead of having buffer overflow...
// Parameters:
// size - size of the packet data, in smd128's
void SysMtgsThread::PrepDataPacket(GIF_PATH pathidx, u32 size)
{
//m_PacketLocker.Acquire();
PrepDataPacket((MTGS_RingCommand)pathidx, size);
}
__fi void SysMtgsThread::_FinishSimplePacket()
{
uint future_writepos = (m_WritePos.load(std::memory_order_relaxed) + 1) & RingBufferMask;
pxAssert(future_writepos != m_ReadPos.load(std::memory_order_acquire));
m_WritePos.store(future_writepos, std::memory_order_release);
if (EmuConfig.GS.SynchronousMTGS)
WaitGS();
else
++m_CopyDataTally;
}
void SysMtgsThread::SendSimplePacket(MTGS_RingCommand type, int data0, int data1, int data2)
{
//ScopedLock locker( m_PacketLocker );
GenericStall(1);
PacketTagType& tag = (PacketTagType&)RingBuffer[m_WritePos.load(std::memory_order_relaxed)];
tag.command = type;
tag.data[0] = data0;
tag.data[1] = data1;
tag.data[2] = data2;
_FinishSimplePacket();
}
void SysMtgsThread::SendSimpleGSPacket(MTGS_RingCommand type, u32 offset, u32 size, GIF_PATH path)
{
SendSimplePacket(type, (int)offset, (int)size, (int)path);
if (!EmuConfig.GS.SynchronousMTGS)
{
m_CopyDataTally += size / 16;
if (m_CopyDataTally > 0x2000)
SetEvent();
}
}
void SysMtgsThread::SendPointerPacket(MTGS_RingCommand type, u32 data0, void* data1)
{
//ScopedLock locker( m_PacketLocker );
GenericStall(1);
PacketTagType& tag = (PacketTagType&)RingBuffer[m_WritePos.load(std::memory_order_relaxed)];
tag.command = type;
tag.data[0] = data0;
tag.pointer = (uptr)data1;
_FinishSimplePacket();
}
void SysMtgsThread::SendGameCRC(u32 crc)
{
SendSimplePacket(GS_RINGTYPE_CRC, crc, 0, 0);
}
bool SysMtgsThread::WaitForOpen()
{
if (IsOpen())
return true;
StartThread();
// request open, and kick the thread.
m_open_flag.store(true, std::memory_order_release);
m_sem_event.NotifyOfWork();
// wait for it to finish its stuff
m_open_or_close_done.Wait();
// did we succeed?
const bool result = m_open_flag.load(std::memory_order_acquire);
if (!result)
Console.Error("GS failed to open.");
return result;
}
void SysMtgsThread::WaitForClose()
{
if (!IsOpen())
return;
// ask the thread to stop processing work, by clearing the open flag
m_open_flag.store(false, std::memory_order_release);
// and kick the thread if it's sleeping
m_sem_event.NotifyOfWork();
// and wait for it to finish up..
m_open_or_close_done.Wait();
}
void SysMtgsThread::Freeze(FreezeAction mode, MTGS_FreezeData& data)
{
pxAssertRel(IsOpen(), "GS thread is open");
pxAssertDev(std::this_thread::get_id() != m_thread.get_id(), "This method is only allowed from threads *not* named MTGS.");
SendPointerPacket(GS_RINGTYPE_FREEZE, (int)mode, &data);
WaitGS();
}
void SysMtgsThread::RunOnGSThread(AsyncCallType func)
{
SendPointerPacket(GS_RINGTYPE_ASYNC_CALL, 0, new AsyncCallType(std::move(func)));
// wake the gs thread in case it's sleeping
SetEvent();
}
void SysMtgsThread::ApplySettings()
{
pxAssertRel(IsOpen(), "MTGS is running");
RunOnGSThread([opts = EmuConfig.GS]() {
GSUpdateConfig(opts);
g_host_display->SetVSync(Host::GetEffectiveVSyncMode());
});
// We need to synchronize the thread when changing any settings when the download mode
// is unsynchronized, because otherwise we might potentially read in the middle of
// the GS renderer being reopened.
if (EmuConfig.GS.HWDownloadMode == GSHardwareDownloadMode::Unsynchronized)
WaitGS(false, false, false);
}
void SysMtgsThread::ResizeDisplayWindow(int width, int height, float scale)
{
pxAssertRel(IsOpen(), "MTGS is running");
RunOnGSThread([width, height, scale]() {
GSResetAPIState();
Host::ResizeHostDisplay(width, height, scale);
GSRestoreAPIState();
// If we're paused, re-present the current frame at the new window size.
if (VMManager::GetState() == VMState::Paused)
GSPresentCurrentFrame();
});
}
void SysMtgsThread::UpdateDisplayWindow()
{
pxAssertRel(IsOpen(), "MTGS is running");
RunOnGSThread([]() {
GSResetAPIState();
Host::UpdateHostDisplay();
GSRestoreAPIState();
// If we're paused, re-present the current frame at the new window size.
if (VMManager::GetState() == VMState::Paused)
GSPresentCurrentFrame();
});
}
void SysMtgsThread::SetVSyncMode(VsyncMode mode)
{
pxAssertRel(IsOpen(), "MTGS is running");
RunOnGSThread([mode]() {
Console.WriteLn("Vsync is %s", mode == VsyncMode::Off ? "OFF" : (mode == VsyncMode::Adaptive ? "ADAPTIVE" : "ON"));
g_host_display->SetVSync(mode);
});
}
void SysMtgsThread::UpdateVSyncMode()
{
SetVSyncMode(Host::GetEffectiveVSyncMode());
}
void SysMtgsThread::SwitchRenderer(GSRendererType renderer, bool display_message /* = true */)
{
pxAssertRel(IsOpen(), "MTGS is running");
if (display_message)
{
Host::AddIconOSDMessage("SwitchRenderer", ICON_FA_MAGIC, fmt::format("Switching to {} renderer...",
Pcsx2Config::GSOptions::GetRendererName(renderer)), Host::OSD_INFO_DURATION);
}
RunOnGSThread([renderer]() {
GSSwitchRenderer(renderer);
});
// See note in ApplySettings() for reasoning here.
if (EmuConfig.GS.HWDownloadMode == GSHardwareDownloadMode::Unsynchronized)
WaitGS(false, false, false);
}
void SysMtgsThread::SetSoftwareRendering(bool software, bool display_message /* = true */)
{
// for hardware, use the chosen api in the base config, or auto if base is set to sw
GSRendererType new_renderer;
if (!software)
new_renderer = EmuConfig.GS.UseHardwareRenderer() ? EmuConfig.GS.Renderer : GSRendererType::Auto;
else
new_renderer = GSRendererType::SW;
SwitchRenderer(new_renderer, display_message);
}
void SysMtgsThread::ToggleSoftwareRendering()
{
// reading from the GS thread.. but should be okay here
SetSoftwareRendering(GSConfig.Renderer != GSRendererType::SW);
}
bool SysMtgsThread::SaveMemorySnapshot(u32 window_width, u32 window_height, bool apply_aspect, bool crop_borders,
u32* width, u32* height, std::vector<u32>* pixels)
{
bool result = false;
RunOnGSThread([window_width, window_height, apply_aspect, crop_borders, width, height, pixels, &result]() {
result = GSSaveSnapshotToMemory(window_width, window_height, apply_aspect, crop_borders, width, height, pixels);
});
WaitGS(false, false, false);
return result;
}
void SysMtgsThread::PresentCurrentFrame()
{
if (m_run_idle_flag.load(std::memory_order_relaxed))
{
// If we're running idle, we're going to re-present anyway.
return;
}
RunOnGSThread([]() {
GSPresentCurrentFrame();
});
}
void SysMtgsThread::SetRunIdle(bool enabled)
{
// NOTE: Should only be called on the GS thread.
m_run_idle_flag.store(enabled, std::memory_order_release);
}