early-access version 3449
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3 changed files with 28 additions and 80 deletions
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yuzu emulator early access
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=============
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This is the source code for early-access 3448.
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This is the source code for early-access 3449.
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## Legal Notice
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@ -47,41 +47,24 @@ Scheduler::Scheduler(const Device& device_, StateTracker& state_tracker_)
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Scheduler::~Scheduler() = default;
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void Scheduler::Flush(VkSemaphore signal_semaphore, VkSemaphore wait_semaphore) {
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// When flushing, we only send data to the worker thread; no waiting is necessary.
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SubmitExecution(signal_semaphore, wait_semaphore);
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AllocateNewContext();
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}
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void Scheduler::Finish(VkSemaphore signal_semaphore, VkSemaphore wait_semaphore) {
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// When finishing, we need to wait for the submission to have executed on the device.
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const u64 presubmit_tick = CurrentTick();
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SubmitExecution(signal_semaphore, wait_semaphore);
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DrainRequests();
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WaitWorker();
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Wait(presubmit_tick);
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AllocateNewContext();
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}
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void Scheduler::DrainRequests() {
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MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
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DispatchWork();
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// Wait until the queue is empty and the queue lock can be held.
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// This drains the queue.
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std::unique_lock ql{queue_mutex};
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event_cv.wait(ql, [this] { return work_queue.empty(); });
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}
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void Scheduler::WaitWorker() {
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MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
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DispatchWork();
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// Wait until the queue is empty and the execution lock can be held.
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// This ensures Vulkan is aware of everything we have done when we return.
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std::unique_lock el{execution_mutex};
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event_cv.wait(el, [this] {
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std::scoped_lock ql{queue_mutex};
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return work_queue.empty();
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});
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std::unique_lock lock{work_mutex};
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wait_cv.wait(lock, [this] { return work_queue.empty(); });
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}
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void Scheduler::DispatchWork() {
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@ -89,10 +72,10 @@ void Scheduler::DispatchWork() {
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return;
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}
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{
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std::scoped_lock ql{queue_mutex};
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std::scoped_lock lock{work_mutex};
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work_queue.push(std::move(chunk));
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}
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event_cv.notify_all();
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work_cv.notify_one();
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AcquireNewChunk();
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}
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@ -154,59 +137,30 @@ bool Scheduler::UpdateRescaling(bool is_rescaling) {
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void Scheduler::WorkerThread(std::stop_token stop_token) {
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Common::SetCurrentThreadName("VulkanWorker");
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const auto TryPopQueue{[this](auto& work) -> bool {
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std::scoped_lock ql{queue_mutex};
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if (work_queue.empty()) {
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return false;
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}
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work = std::move(work_queue.front());
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work_queue.pop();
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event_cv.notify_all();
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return true;
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}};
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while (!stop_token.stop_requested()) {
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do {
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std::unique_ptr<CommandChunk> work;
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bool has_submit{false};
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{
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std::unique_lock el{execution_mutex};
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// Wait for work.
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Common::CondvarWait(event_cv, el, stop_token, [&] {
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std::scoped_lock ql{queue_mutex};
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return !work_queue.empty();
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});
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// If we've been asked to stop, we're done.
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if (stop_token.stop_requested()) {
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return;
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std::unique_lock lock{work_mutex};
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if (work_queue.empty()) {
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wait_cv.notify_all();
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}
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// If we don't have any work, restart from the top.
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if (!TryPopQueue(work)) {
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Common::CondvarWait(work_cv, lock, stop_token, [&] { return !work_queue.empty(); });
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if (stop_token.stop_requested()) {
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continue;
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}
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work = std::move(work_queue.front());
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work_queue.pop();
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// Perform the work, tracking whether the chunk was a submission
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// before executing.
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const bool has_submit = work->HasSubmit();
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has_submit = work->HasSubmit();
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work->ExecuteAll(current_cmdbuf);
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// If the chunk was a submission, reallocate the command buffer.
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if (has_submit) {
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AllocateWorkerCommandBuffer();
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}
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}
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{
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std::scoped_lock rl{reserve_mutex};
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// Recycle the chunk back to the reserve.
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chunk_reserve.emplace_back(std::move(work));
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if (has_submit) {
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AllocateWorkerCommandBuffer();
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}
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}
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std::scoped_lock reserve_lock{reserve_mutex};
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chunk_reserve.push_back(std::move(work));
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} while (!stop_token.stop_requested());
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}
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void Scheduler::AllocateWorkerCommandBuffer() {
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@ -335,16 +289,13 @@ void Scheduler::EndRenderPass() {
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}
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void Scheduler::AcquireNewChunk() {
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std::scoped_lock rl{reserve_mutex};
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std::scoped_lock lock{reserve_mutex};
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if (chunk_reserve.empty()) {
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// If we don't have anything reserved, we need to make a new chunk.
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chunk = std::make_unique<CommandChunk>();
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} else {
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// Otherwise, we can just take from the reserve.
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chunk = std::make_unique<CommandChunk>();
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chunk_reserve.pop_back();
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return;
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}
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chunk = std::move(chunk_reserve.back());
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chunk_reserve.pop_back();
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}
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} // namespace Vulkan
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@ -39,9 +39,6 @@ public:
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/// Sends the current execution context to the GPU and waits for it to complete.
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void Finish(VkSemaphore signal_semaphore = nullptr, VkSemaphore wait_semaphore = nullptr);
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/// Waits for the worker thread to begin executing everything.
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void DrainRequests();
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/// Waits for the worker thread to finish executing everything. After this function returns it's
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/// safe to touch worker resources.
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void WaitWorker();
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std::queue<std::unique_ptr<CommandChunk>> work_queue;
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std::vector<std::unique_ptr<CommandChunk>> chunk_reserve;
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std::mutex execution_mutex;
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std::mutex reserve_mutex;
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std::mutex queue_mutex;
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std::condition_variable_any event_cv;
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std::mutex work_mutex;
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std::condition_variable_any work_cv;
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std::condition_variable wait_cv;
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std::jthread worker_thread;
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};
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