mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 17:25:48 +00:00
0d174cbd45
* Fix race when EventWait is called and a wait is done on the CPU * This is useless now * Fix EventSignal * Ensure the signal belongs to the current fence, to avoid stale signals
143 lines
5.4 KiB
C#
143 lines
5.4 KiB
C#
using Ryujinx.Common.Logging;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Synchronization
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{
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/// <summary>
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/// GPU synchronization manager.
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/// </summary>
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public class SynchronizationManager
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{
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/// <summary>
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/// The maximum number of syncpoints supported by the GM20B.
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/// </summary>
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public const int MaxHardwareSyncpoints = 192;
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/// <summary>
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/// Array containing all hardware syncpoints.
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/// </summary>
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private Syncpoint[] _syncpoints;
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public SynchronizationManager()
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{
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_syncpoints = new Syncpoint[MaxHardwareSyncpoints];
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for (uint i = 0; i < _syncpoints.Length; i++)
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{
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_syncpoints[i] = new Syncpoint(i);
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}
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}
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/// <summary>
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/// Increment the value of a syncpoint with a given id.
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/// </summary>
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/// <param name="id">The id of the syncpoint</param>
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/// <exception cref="System.ArgumentOutOfRangeException">Thrown when id >= MaxHardwareSyncpoints</exception>
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/// <returns>The incremented value of the syncpoint</returns>
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public uint IncrementSyncpoint(uint id)
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{
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if (id >= MaxHardwareSyncpoints)
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{
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throw new ArgumentOutOfRangeException(nameof(id));
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}
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return _syncpoints[id].Increment();
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}
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/// <summary>
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/// Get the value of a syncpoint with a given id.
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/// </summary>
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/// <param name="id">The id of the syncpoint</param>
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/// <exception cref="System.ArgumentOutOfRangeException">Thrown when id >= MaxHardwareSyncpoints</exception>
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/// <returns>The value of the syncpoint</returns>
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public uint GetSyncpointValue(uint id)
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{
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if (id >= MaxHardwareSyncpoints)
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{
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throw new ArgumentOutOfRangeException(nameof(id));
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}
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return _syncpoints[id].Value;
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}
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/// <summary>
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/// Register a new callback on a syncpoint with a given id at a target threshold.
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/// The callback will be called once the threshold is reached and will automatically be unregistered.
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/// </summary>
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/// <param name="id">The id of the syncpoint</param>
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/// <param name="threshold">The target threshold</param>
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/// <param name="callback">The callback to call when the threshold is reached</param>
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/// <exception cref="System.ArgumentOutOfRangeException">Thrown when id >= MaxHardwareSyncpoints</exception>
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/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
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public SyncpointWaiterHandle RegisterCallbackOnSyncpoint(uint id, uint threshold, Action<SyncpointWaiterHandle> callback)
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{
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if (id >= MaxHardwareSyncpoints)
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{
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throw new ArgumentOutOfRangeException(nameof(id));
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}
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return _syncpoints[id].RegisterCallback(threshold, callback);
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}
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/// <summary>
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/// Unregister a callback on a given syncpoint.
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/// </summary>
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/// <param name="id">The id of the syncpoint</param>
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/// <param name="waiterInformation">The waiter information to unregister</param>
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/// <exception cref="System.ArgumentOutOfRangeException">Thrown when id >= MaxHardwareSyncpoints</exception>
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public void UnregisterCallback(uint id, SyncpointWaiterHandle waiterInformation)
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{
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if (id >= MaxHardwareSyncpoints)
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{
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throw new ArgumentOutOfRangeException(nameof(id));
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}
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_syncpoints[id].UnregisterCallback(waiterInformation);
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}
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/// <summary>
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/// Wait on a syncpoint with a given id at a target threshold.
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/// The callback will be called once the threshold is reached and will automatically be unregistered.
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/// </summary>
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/// <param name="id">The id of the syncpoint</param>
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/// <param name="threshold">The target threshold</param>
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/// <param name="timeout">The timeout</param>
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/// <exception cref="System.ArgumentOutOfRangeException">Thrown when id >= MaxHardwareSyncpoints</exception>
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/// <returns>True if timed out</returns>
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public bool WaitOnSyncpoint(uint id, uint threshold, TimeSpan timeout)
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{
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if (id >= MaxHardwareSyncpoints)
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{
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throw new ArgumentOutOfRangeException(nameof(id));
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}
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// TODO: Remove this when GPU channel scheduling will be implemented.
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if (timeout == Timeout.InfiniteTimeSpan)
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{
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timeout = TimeSpan.FromSeconds(1);
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}
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using (ManualResetEvent waitEvent = new ManualResetEvent(false))
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{
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var info = _syncpoints[id].RegisterCallback(threshold, (x) => waitEvent.Set());
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if (info == null)
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{
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return false;
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}
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bool signaled = waitEvent.WaitOne(timeout);
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if (!signaled && info != null)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Wait on syncpoint {id} for threshold {threshold} took more than {timeout.TotalMilliseconds}ms, resuming execution...");
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_syncpoints[id].UnregisterCallback(info);
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}
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return !signaled;
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}
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}
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}
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}
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