gpu_thread: Use the previous MPSCQueue implementation
The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now.
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@ -31,8 +31,7 @@ static void RunThread(std::stop_token stop_token, Core::System& system,
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VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
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VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
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while (!stop_token.stop_requested()) {
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while (!stop_token.stop_requested()) {
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CommandDataContainer next;
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CommandDataContainer next = state.queue.PopWait(stop_token);
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state.queue.Pop(next, stop_token);
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if (stop_token.stop_requested()) {
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if (stop_token.stop_requested()) {
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break;
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break;
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}
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}
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@ -10,7 +10,7 @@
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#include <thread>
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#include <thread>
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#include <variant>
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#include <variant>
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#include "common/bounded_threadsafe_queue.h"
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#include "common/threadsafe_queue.h"
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#include "video_core/framebuffer_config.h"
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#include "video_core/framebuffer_config.h"
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namespace Tegra {
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namespace Tegra {
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@ -96,7 +96,7 @@ struct CommandDataContainer {
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/// Struct used to synchronize the GPU thread
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/// Struct used to synchronize the GPU thread
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struct SynchState final {
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struct SynchState final {
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using CommandQueue = Common::MPSCQueue<CommandDataContainer>;
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using CommandQueue = Common::MPSCQueue<CommandDataContainer, true>;
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std::mutex write_lock;
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std::mutex write_lock;
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CommandQueue queue;
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CommandQueue queue;
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u64 last_fence{};
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u64 last_fence{};
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