FenceManager: Implement should wait.
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@ -53,7 +53,10 @@ public:
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void WaitPendingFences() {
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void WaitPendingFences() {
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while (!fences.empty()) {
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while (!fences.empty()) {
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TFence& current_fence = fences.front();
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TFence& current_fence = fences.front();
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WaitFence(current_fence);
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bool should_wait = texture_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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texture_cache.PopAsyncFlushes();
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auto& gpu{system.GPU()};
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auto& gpu{system.GPU()};
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auto& memory_manager{gpu.MemoryManager()};
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auto& memory_manager{gpu.MemoryManager()};
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@ -80,7 +83,8 @@ private:
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void TryReleasePendingFences() {
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void TryReleasePendingFences() {
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while (!fences.empty()) {
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while (!fences.empty()) {
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TFence& current_fence = fences.front();
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TFence& current_fence = fences.front();
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if (!IsFenceSignaled(current_fence)) {
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bool should_wait = texture_cache.ShouldWaitAsyncFlushes();
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if (should_wait && !IsFenceSignaled(current_fence)) {
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return;
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return;
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}
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}
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texture_cache.PopAsyncFlushes();
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texture_cache.PopAsyncFlushes();
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@ -322,6 +322,17 @@ public:
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uncommited_flushes.reset();
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uncommited_flushes.reset();
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}
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}
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bool ShouldWaitAsyncFlushes() {
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if (commited_flushes.empty()) {
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return false;
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}
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auto& flush_list = commited_flushes.front();
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if (!flush_list) {
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return false;
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}
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return true;
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}
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void PopAsyncFlushes() {
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void PopAsyncFlushes() {
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if (commited_flushes.empty()) {
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if (commited_flushes.empty()) {
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return;
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return;
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