diff options
| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-29 01:51:42 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-29 01:51:42 -0400 |
| commit | e08b40252790eef96337409d7dd606aa7bfa8428 (patch) | |
| tree | d94274e2c27fa43a99200258558437807a785bd4 /src/common | |
| parent | ae980ab79568c80ed5760f7fd5f452c8a49dc1ab (diff) | |
video_core: less waiting on the GPU caches' locks
- The texture and buffer caches' mutexes spin briefly before sleeping
(Common::SpinRecursiveMutex): the GPU thread, the fencing thread and
CPU write traps take them tens of thousands of times a second for
microseconds, and a sleeping waiter's wake-up took longer than that.
Title 1's GPU thread slept 7.7% of its time there, now 3.7%.
- Fences commit and pop texture and buffer downloads separately, and
only when there are any (one fence per compute dispatch in Switch 2
titles): the fencing thread no longer holds both caches while it
copies buffer downloads.
- Inline uploads and pre-draw invalidation take the caches one at a
time again: holding one while std::lock waited for the other waited
longer.
Diffstat (limited to 'src/common')
| -rw-r--r-- | src/common/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/common/spin_recursive_mutex.h | 98 |
2 files changed, 99 insertions, 0 deletions
diff --git a/src/common/CMakeLists.txt b/src/common/CMakeLists.txt index aae4afd180..d3e7b03cd2 100644 --- a/src/common/CMakeLists.txt +++ b/src/common/CMakeLists.txt @@ -96,6 +96,7 @@ add_library( ${CMAKE_CURRENT_BINARY_DIR}/scm_rev.cpp scm_rev.h scope_exit.h + spin_recursive_mutex.h scratch_buffer.h settings.cpp settings.h diff --git a/src/common/spin_recursive_mutex.h b/src/common/spin_recursive_mutex.h new file mode 100644 index 0000000000..291dd4e41e --- /dev/null +++ b/src/common/spin_recursive_mutex.h @@ -0,0 +1,98 @@ +// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project +// SPDX-License-Identifier: GPL-3.0-or-later + +#pragma once + +#include <atomic> +#include <cstdint> +#include <thread> + +#if defined(_M_X64) || defined(_M_IX86) || defined(__x86_64__) || defined(__i386__) +#include <immintrin.h> +#endif + +namespace Common { + +/// A recursive mutex that spins briefly before sleeping. The GPU caches' locks are taken tens of +/// thousands of times a second by the GPU thread, the fencing thread and CPU write traps, and +/// held for microseconds: std::recursive_mutex put a waiting thread to sleep at once, and its +/// wake-up took longer than the critical section (title 1's GPU thread spent ~8% asleep there). +class SpinRecursiveMutex { +public: + void lock() { + const std::thread::id self = std::this_thread::get_id(); + if (owner.load(std::memory_order_relaxed) == self) { + ++depth; + return; + } + std::uint32_t expected = 0; + if (!state.compare_exchange_strong(expected, 1, std::memory_order_acquire, + std::memory_order_relaxed)) { + LockContended(); + } + owner.store(self, std::memory_order_relaxed); + depth = 1; + } + + bool try_lock() { + const std::thread::id self = std::this_thread::get_id(); + if (owner.load(std::memory_order_relaxed) == self) { + ++depth; + return true; + } + std::uint32_t expected = 0; + if (!state.compare_exchange_strong(expected, 1, std::memory_order_acquire, + std::memory_order_relaxed)) { + return false; + } + owner.store(self, std::memory_order_relaxed); + depth = 1; + return true; + } + + void unlock() { + if (--depth != 0) { + return; + } + owner.store(std::thread::id{}, std::memory_order_relaxed); + if (state.exchange(0, std::memory_order_release) == 2) { + state.notify_one(); + } + } + +private: + // About 10 microseconds of spinning before sleeping. + static constexpr int SpinCount = 1024; + + static void Pause() { +#if defined(_M_X64) || defined(_M_IX86) || defined(__x86_64__) || defined(__i386__) + _mm_pause(); +#elif defined(__aarch64__) + asm volatile("yield"); +#endif + } + + void LockContended() { + for (int spin = 0; spin < SpinCount; ++spin) { + Pause(); + if (state.load(std::memory_order_relaxed) == 0) { + std::uint32_t expected = 0; + if (state.compare_exchange_weak(expected, 1, std::memory_order_acquire, + std::memory_order_relaxed)) { + return; + } + } + } + // 2: held with (possible) sleepers; taken this way it stays marked, so its unlock wakes + // the next sleeper. + while (state.exchange(2, std::memory_order_acquire) != 0) { + state.wait(2, std::memory_order_relaxed); + } + } + + std::atomic<std::uint32_t> state{0}; ///< 0 free, 1 held, 2 held with sleepers + std::atomic<std::thread::id> owner{}; + std::uint32_t depth{}; ///< Recursion depth, touched only by the owner +}; + +} // namespace Common |
