Merge pull request #7670 from ameerj/vsync-block
gpu: Add shut down method to synchronize threads before destruction
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118d5fa3b0
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@ -317,6 +317,8 @@ struct System::Impl {
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is_powered_on = false;
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exit_lock = false;
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gpu_core->NotifyShutdown();
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services.reset();
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service_manager.reset();
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cheat_engine.reset();
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@ -266,11 +266,10 @@ void NVFlinger::Compose() {
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auto& gpu = system.GPU();
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const auto& multi_fence = buffer->get().multi_fence;
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const auto stop_token = vsync_thread.get_stop_token();
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guard->unlock();
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for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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const auto& fence = multi_fence.fences[fence_id];
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gpu.WaitFence(fence.id, fence.value, stop_token);
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gpu.WaitFence(fence.id, fence.value);
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}
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guard->lock();
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@ -206,7 +206,7 @@ struct GPU::Impl {
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}
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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void WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token = {}) {
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void WaitFence(u32 syncpoint_id, u32 value) {
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// Synced GPU, is always in sync
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if (!is_async) {
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return;
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@ -218,8 +218,13 @@ struct GPU::Impl {
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}
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MICROPROFILE_SCOPE(GPU_wait);
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std::unique_lock lock{sync_mutex};
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sync_cv.wait(lock, stop_token,
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[=, this] { return syncpoints.at(syncpoint_id).load() >= value; });
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sync_cv.wait(lock, [=, this] {
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if (shutting_down.load(std::memory_order_relaxed)) {
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// We're shutting down, ensure no threads continue to wait for the next syncpoint
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return true;
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}
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return syncpoints.at(syncpoint_id).load() >= value;
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});
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}
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void IncrementSyncPoint(u32 syncpoint_id) {
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@ -307,6 +312,12 @@ struct GPU::Impl {
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cpu_context->MakeCurrent();
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}
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void NotifyShutdown() {
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std::unique_lock lk{sync_mutex};
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shutting_down.store(true, std::memory_order::relaxed);
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sync_cv.notify_all();
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}
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/// Obtain the CPU Context
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void ObtainContext() {
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cpu_context->MakeCurrent();
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@ -665,6 +676,8 @@ struct GPU::Impl {
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std::unique_ptr<Engines::KeplerMemory> kepler_memory;
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/// Shader build notifier
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std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
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/// When true, we are about to shut down emulation session, so terminate outstanding tasks
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std::atomic_bool shutting_down{};
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std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
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@ -673,7 +686,7 @@ struct GPU::Impl {
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std::mutex sync_mutex;
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std::mutex device_mutex;
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std::condition_variable_any sync_cv;
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std::condition_variable sync_cv;
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struct FlushRequest {
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explicit FlushRequest(u64 fence_, VAddr addr_, std::size_t size_)
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@ -812,8 +825,8 @@ const VideoCore::ShaderNotify& GPU::ShaderNotify() const {
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return impl->ShaderNotify();
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}
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void GPU::WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token) {
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impl->WaitFence(syncpoint_id, value, stop_token);
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void GPU::WaitFence(u32 syncpoint_id, u32 value) {
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impl->WaitFence(syncpoint_id, value);
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}
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void GPU::IncrementSyncPoint(u32 syncpoint_id) {
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@ -852,6 +865,10 @@ void GPU::Start() {
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impl->Start();
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}
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void GPU::NotifyShutdown() {
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impl->NotifyShutdown();
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}
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void GPU::ObtainContext() {
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impl->ObtainContext();
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}
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@ -5,7 +5,6 @@
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#pragma once
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#include <memory>
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#include <stop_token>
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#include "common/bit_field.h"
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#include "common/common_types.h"
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@ -210,7 +209,7 @@ public:
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[[nodiscard]] const VideoCore::ShaderNotify& ShaderNotify() const;
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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void WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token = {});
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void WaitFence(u32 syncpoint_id, u32 value);
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void IncrementSyncPoint(u32 syncpoint_id);
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@ -233,6 +232,9 @@ public:
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/// core timing events.
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void Start();
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/// Performs any additional necessary steps to shutdown GPU emulation.
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void NotifyShutdown();
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/// Obtain the CPU Context
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void ObtainContext();
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