mirror of
https://github.com/RPCS3/rpcs3.git
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229 lines
6 KiB
C++
229 lines
6 KiB
C++
#include "VKAsyncScheduler.h"
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#include "VKHelpers.h"
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#include "VKResourceManager.h"
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#include "Emu/IdManager.h"
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#include "Utilities/lockless.h"
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#include "Utilities/mutex.h"
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#include <vector>
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namespace vk
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{
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void AsyncTaskScheduler::operator()()
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{
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init_config_options();
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if (!m_use_host_scheduler)
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{
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// No need to keep the GPU alive using a CPU thread.
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rsx_log.notice("Host scheduler is disabled. This thread will now exit.");
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return;
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}
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// If this thread is unavailable for too long, your GPU will hard crash and force a full reset
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// TODO: Investigate if this can be executed outside the application context. Attach a debugger to rpcs3 and boom - GPU reset. Not fun rebooting so often.
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thread_ctrl::set_native_priority(1);
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add_ref();
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while (thread_ctrl::state() != thread_state::aborting)
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{
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for (auto&& job : m_event_queue.pop_all())
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{
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if (job->type == xqueue_event_type::barrier)
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{
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// Blocks the queue from progressing until the work items are actually submitted to the GPU
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// Avoids spamming the GPU with event requests when the events have not even been submitted yet
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while (job->completion_eid == m_submit_count.load())
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{
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thread_ctrl::wait_for(100);
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}
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continue;
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}
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vk::wait_for_event(job->queue1_signal.get(), GENERAL_WAIT_TIMEOUT);
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job->queue2_signal->host_signal();
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}
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}
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release();
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}
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void AsyncTaskScheduler::init_config_options()
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{
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std::lock_guard lock(m_config_mutex);
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if (std::exchange(m_options_initialized, true))
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{
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// Nothing to do
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return;
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}
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m_use_host_scheduler = g_cfg.video.vk.asynchronous_scheduler == vk_gpu_scheduler_mode::host || g_cfg.video.strict_rendering_mode;
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rsx_log.notice("Asynchronous task scheduler is active running in %s mode", m_use_host_scheduler? "'Host'" : "'Device'");
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}
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void AsyncTaskScheduler::delayed_init()
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{
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init_config_options();
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auto pdev = get_current_renderer();
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m_command_pool.create(*const_cast<render_device*>(pdev), pdev->get_transfer_queue_family());
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for (usz i = 0; i < events_pool_size; ++i)
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{
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auto ev1 = std::make_unique<event>(*get_current_renderer(), sync_domain::gpu);
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auto ev2 = std::make_unique<event>(*get_current_renderer(), sync_domain::gpu);
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m_events_pool.emplace_back(ev1, ev2, 0ull, i);
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}
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for (usz i = 0; i < VK_MAX_ASYNC_COMPUTE_QUEUES; ++i)
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{
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m_barriers_pool.emplace_back(0ull, 0xFFFF0000 + i);
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}
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}
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void AsyncTaskScheduler::insert_sync_event()
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{
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ensure(m_current_cb);
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ensure(m_next_event_id < events_pool_size);
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auto sync_label = &m_events_pool[m_next_event_id];
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if (++m_next_event_id == events_pool_size)
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{
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// Wrap
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m_next_event_id = 0;
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}
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ensure(sync_label->completion_eid <= vk::last_completed_event_id());
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m_sync_label_debug_uid = sync_label->uid;
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sync_label->queue1_signal->reset();
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sync_label->queue2_signal->reset();
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sync_label->completion_eid = vk::current_event_id();
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sync_label->queue1_signal->signal(*m_current_cb, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0);
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if (m_use_host_scheduler)
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{
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m_event_queue.push(sync_label);
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m_sync_label = sync_label->queue2_signal.get();
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}
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else
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{
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m_sync_label = sync_label->queue1_signal.get();
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}
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}
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AsyncTaskScheduler::~AsyncTaskScheduler()
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{
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if (!m_async_command_queue.empty())
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{
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// Driver resources should be destroyed before driver is detached or you get crashes. RAII won't save you here.
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rsx_log.error("Async task scheduler resources were not freed correctly!");
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}
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}
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command_buffer* AsyncTaskScheduler::get_current()
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{
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std::lock_guard lock(m_submit_mutex);
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m_sync_required = true;
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// 0. Anything still active?
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if (m_current_cb)
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{
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return m_current_cb;
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}
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// 1. Check if there is a 'next' entry
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if (m_async_command_queue.empty())
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{
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delayed_init();
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}
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else if (m_next_cb_index < m_async_command_queue.size())
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{
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m_current_cb = &m_async_command_queue[m_next_cb_index];
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}
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// 2. Create entry
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if (!m_current_cb)
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{
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if (m_next_cb_index == VK_MAX_ASYNC_COMPUTE_QUEUES)
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{
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m_next_cb_index = 0;
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m_current_cb = &m_async_command_queue[m_next_cb_index];
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}
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else
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{
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m_async_command_queue.emplace_back();
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m_current_cb = &m_async_command_queue.back();
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m_current_cb->create(m_command_pool, true);
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}
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}
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// 3. Insert a barrier for this CB. A job is about to be scheduled on it immediately.
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auto barrier = &m_barriers_pool[m_next_cb_index];
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barrier->completion_eid = m_submit_count;
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m_event_queue.push(barrier);
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m_next_cb_index++;
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return m_current_cb;
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}
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event* AsyncTaskScheduler::get_primary_sync_label()
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{
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if (m_sync_required) [[unlikely]]
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{
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std::lock_guard lock(m_submit_mutex); // For some reason this is inexplicably expensive. WTF!
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ensure(m_current_cb);
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insert_sync_event();
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m_sync_required = false;
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}
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return std::exchange(m_sync_label, nullptr);
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}
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u64 AsyncTaskScheduler::get_primary_sync_label_debug_uid()
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{
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return std::exchange(m_sync_label_debug_uid, ~0ull);
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}
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void AsyncTaskScheduler::flush(VkBool32 force_flush, VkSemaphore wait_semaphore, VkPipelineStageFlags wait_dst_stage_mask)
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{
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if (!m_current_cb)
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{
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return;
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}
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std::lock_guard lock(m_submit_mutex);
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if (m_sync_required)
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{
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insert_sync_event();
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}
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m_current_cb->end();
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m_current_cb->submit(get_current_renderer()->get_transfer_queue(), wait_semaphore, VK_NULL_HANDLE, nullptr, wait_dst_stage_mask, force_flush);
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m_submit_count++;
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thread_ctrl::notify(g_fxo->get<async_scheduler_thread>());
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m_last_used_cb = m_current_cb;
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m_current_cb = nullptr;
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m_sync_required = false;
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}
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void AsyncTaskScheduler::kill()
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{
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g_fxo->get<async_scheduler_thread>() = thread_state::aborting;
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while (has_refs());
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for (auto& cb : m_async_command_queue)
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{
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cb.destroy();
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}
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m_async_command_queue.clear();
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m_next_cb_index = 0;
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m_command_pool.destroy();
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m_events_pool.clear();
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}
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}
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