Merge pull request #2282 from bunnei/gpu-asynch-v2

gpu_thread: Improve synchronization by using CoreTiming.
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bunnei 2019-04-04 22:38:04 -04:00 committed by GitHub
commit 66be5150d6
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3 changed files with 66 additions and 52 deletions

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@ -9,7 +9,7 @@
namespace VideoCommon { namespace VideoCommon {
GPUAsynch::GPUAsynch(Core::System& system, VideoCore::RendererBase& renderer) GPUAsynch::GPUAsynch(Core::System& system, VideoCore::RendererBase& renderer)
: Tegra::GPU(system, renderer), gpu_thread{renderer, *dma_pusher} {} : Tegra::GPU(system, renderer), gpu_thread{system, renderer, *dma_pusher} {}
GPUAsynch::~GPUAsynch() = default; GPUAsynch::~GPUAsynch() = default;

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@ -4,6 +4,9 @@
#include "common/assert.h" #include "common/assert.h"
#include "common/microprofile.h" #include "common/microprofile.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/core_timing_util.h"
#include "core/frontend/scope_acquire_window_context.h" #include "core/frontend/scope_acquire_window_context.h"
#include "video_core/dma_pusher.h" #include "video_core/dma_pusher.h"
#include "video_core/gpu.h" #include "video_core/gpu.h"
@ -36,7 +39,6 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
dma_pusher.Push(std::move(submit_list->entries)); dma_pusher.Push(std::move(submit_list->entries));
dma_pusher.DispatchCalls(); dma_pusher.DispatchCalls();
} else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) { } else if (const auto data = std::get_if<SwapBuffersCommand>(&next.data)) {
state.DecrementFramesCounter();
renderer.SwapBuffers(std::move(data->framebuffer)); renderer.SwapBuffers(std::move(data->framebuffer));
} else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) { } else if (const auto data = std::get_if<FlushRegionCommand>(&next.data)) {
renderer.Rasterizer().FlushRegion(data->addr, data->size); renderer.Rasterizer().FlushRegion(data->addr, data->size);
@ -47,13 +49,18 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
} else { } else {
UNREACHABLE(); UNREACHABLE();
} }
state.signaled_fence = next.fence;
state.TrySynchronize();
} }
} }
} }
ThreadManager::ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher) ThreadManager::ThreadManager(Core::System& system, VideoCore::RendererBase& renderer,
: renderer{renderer}, thread{RunThread, std::ref(renderer), std::ref(dma_pusher), Tegra::DmaPusher& dma_pusher)
std::ref(state)} {} : system{system}, thread{RunThread, std::ref(renderer), std::ref(dma_pusher), std::ref(state)} {
synchronization_event = system.CoreTiming().RegisterEvent(
"GPUThreadSynch", [this](u64 fence, int) { state.WaitForSynchronization(fence); });
}
ThreadManager::~ThreadManager() { ThreadManager::~ThreadManager() {
// Notify GPU thread that a shutdown is pending // Notify GPU thread that a shutdown is pending
@ -62,14 +69,14 @@ ThreadManager::~ThreadManager() {
} }
void ThreadManager::SubmitList(Tegra::CommandList&& entries) { void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
PushCommand(SubmitListCommand(std::move(entries))); const u64 fence{PushCommand(SubmitListCommand(std::move(entries)))};
const s64 synchronization_ticks{Core::Timing::usToCycles(9000)};
system.CoreTiming().ScheduleEvent(synchronization_ticks, synchronization_event, fence);
} }
void ThreadManager::SwapBuffers( void ThreadManager::SwapBuffers(
std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) { std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
state.IncrementFramesCounter();
PushCommand(SwapBuffersCommand(std::move(framebuffer))); PushCommand(SwapBuffersCommand(std::move(framebuffer)));
state.WaitForFrames();
} }
void ThreadManager::FlushRegion(CacheAddr addr, u64 size) { void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
@ -79,7 +86,7 @@ void ThreadManager::FlushRegion(CacheAddr addr, u64 size) {
void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) { void ThreadManager::InvalidateRegion(CacheAddr addr, u64 size) {
if (state.queue.Empty()) { if (state.queue.Empty()) {
// It's quicker to invalidate a single region on the CPU if the queue is already empty // It's quicker to invalidate a single region on the CPU if the queue is already empty
renderer.Rasterizer().InvalidateRegion(addr, size); system.Renderer().Rasterizer().InvalidateRegion(addr, size);
} else { } else {
PushCommand(InvalidateRegionCommand(addr, size)); PushCommand(InvalidateRegionCommand(addr, size));
} }
@ -90,9 +97,25 @@ void ThreadManager::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
InvalidateRegion(addr, size); InvalidateRegion(addr, size);
} }
void ThreadManager::PushCommand(CommandData&& command_data) { u64 ThreadManager::PushCommand(CommandData&& command_data) {
state.queue.Push(CommandDataContainer(std::move(command_data))); const u64 fence{++state.last_fence};
state.queue.Push(CommandDataContainer(std::move(command_data), fence));
state.SignalCommands(); state.SignalCommands();
return fence;
}
MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
void SynchState::WaitForSynchronization(u64 fence) {
if (signaled_fence >= fence) {
return;
}
// Wait for the GPU to be idle (all commands to be executed)
{
MICROPROFILE_SCOPE(GPU_wait);
std::unique_lock<std::mutex> lock{synchronization_mutex};
synchronization_condition.wait(lock, [this, fence] { return signaled_fence >= fence; });
}
} }
} // namespace VideoCommon::GPUThread } // namespace VideoCommon::GPUThread

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@ -19,9 +19,12 @@ struct FramebufferConfig;
class DmaPusher; class DmaPusher;
} // namespace Tegra } // namespace Tegra
namespace VideoCore { namespace Core {
class RendererBase; class System;
} // namespace VideoCore namespace Timing {
struct EventType;
} // namespace Timing
} // namespace Core
namespace VideoCommon::GPUThread { namespace VideoCommon::GPUThread {
@ -75,64 +78,48 @@ using CommandData =
struct CommandDataContainer { struct CommandDataContainer {
CommandDataContainer() = default; CommandDataContainer() = default;
CommandDataContainer(CommandData&& data) : data{std::move(data)} {} CommandDataContainer(CommandData&& data, u64 next_fence)
: data{std::move(data)}, fence{next_fence} {}
CommandDataContainer& operator=(const CommandDataContainer& t) { CommandDataContainer& operator=(const CommandDataContainer& t) {
data = std::move(t.data); data = std::move(t.data);
fence = t.fence;
return *this; return *this;
} }
CommandData data; CommandData data;
u64 fence{};
}; };
/// Struct used to synchronize the GPU thread /// Struct used to synchronize the GPU thread
struct SynchState final { struct SynchState final {
std::atomic_bool is_running{true}; std::atomic_bool is_running{true};
std::atomic_int queued_frame_count{}; std::atomic_int queued_frame_count{};
std::mutex frames_mutex; std::mutex synchronization_mutex;
std::mutex commands_mutex; std::mutex commands_mutex;
std::condition_variable commands_condition; std::condition_variable commands_condition;
std::condition_variable frames_condition; std::condition_variable synchronization_condition;
void IncrementFramesCounter() { /// Returns true if the gap in GPU commands is small enough that we can consider the CPU and GPU
std::lock_guard lock{frames_mutex}; /// synchronized. This is entirely empirical.
++queued_frame_count; bool IsSynchronized() const {
constexpr std::size_t max_queue_gap{5};
return queue.Size() <= max_queue_gap;
} }
void DecrementFramesCounter() { void TrySynchronize() {
{ if (IsSynchronized()) {
std::lock_guard lock{frames_mutex}; std::lock_guard<std::mutex> lock{synchronization_mutex};
--queued_frame_count; synchronization_condition.notify_one();
if (queued_frame_count) {
return;
}
}
frames_condition.notify_one();
}
void WaitForFrames() {
{
std::lock_guard lock{frames_mutex};
if (!queued_frame_count) {
return;
} }
} }
// Wait for the GPU to be idle (all commands to be executed) void WaitForSynchronization(u64 fence);
{
std::unique_lock lock{frames_mutex};
frames_condition.wait(lock, [this] { return !queued_frame_count; });
}
}
void SignalCommands() { void SignalCommands() {
{
std::unique_lock lock{commands_mutex};
if (queue.Empty()) { if (queue.Empty()) {
return; return;
} }
}
commands_condition.notify_one(); commands_condition.notify_one();
} }
@ -144,12 +131,15 @@ struct SynchState final {
using CommandQueue = Common::SPSCQueue<CommandDataContainer>; using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
CommandQueue queue; CommandQueue queue;
u64 last_fence{};
std::atomic<u64> signaled_fence{};
}; };
/// Class used to manage the GPU thread /// Class used to manage the GPU thread
class ThreadManager final { class ThreadManager final {
public: public:
explicit ThreadManager(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_pusher); explicit ThreadManager(Core::System& system, VideoCore::RendererBase& renderer,
Tegra::DmaPusher& dma_pusher);
~ThreadManager(); ~ThreadManager();
/// Push GPU command entries to be processed /// Push GPU command entries to be processed
@ -170,11 +160,12 @@ public:
private: private:
/// Pushes a command to be executed by the GPU thread /// Pushes a command to be executed by the GPU thread
void PushCommand(CommandData&& command_data); u64 PushCommand(CommandData&& command_data);
private: private:
SynchState state; SynchState state;
VideoCore::RendererBase& renderer; Core::System& system;
Core::Timing::EventType* synchronization_event{};
std::thread thread; std::thread thread;
std::thread::id thread_id; std::thread::id thread_id;
}; };