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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-29 11:16:43 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-29 20:49:48 -0400 |
| commit | 7a251d3a92f870649dab6068007ca3a1c910bbb5 (patch) | |
| tree | 556633cb13fc4dc2f181f33989a3395919886b78 /src/video_core/control/scheduler.cpp | |
| parent | 00c059cd39f4fd9d1244345d6727a171acec4f86 (diff) | |
video_core: split the GPU thread in two (EDEN_NX2_SPLIT, off by default)
The GPU thread (front) takes the CPU's commands, parses command lists
and runs the puller; engine method calls and everything behind them
(registers, draws, dispatches, the rasterizer and its caches) run in
order on a second thread (back), fed through a single-producer
single-consumer ring (gpu_split.h). Work the front did on back-owned
state (end of command list flushes, channel binds, semaphore releases,
syncpoint increments, flush/invalidate requests, presentation) is
deferred into the same ring; the front waits for the back only where it
needs a result from that state: semaphore acquires and MME DMA reads.
EDEN_NX2_SPLIT=1 runs macros on the back. EDEN_NX2_SPLIT=2 runs the 3D
and compute macros on the front against copies of the registers they
read (Maxwell3D/KeplerCompute Front*), drops state writes that keep a
register's value there, and sends the rest. EDEN_NX2_SPLIT_VERIFY=1
compares the copies with the back's registers every 4096 macro calls
(0 differences in 40,193 checks in title 1); EDEN_NX2_SPLIT_CHECK=1
logs the stack of any other thread using the Vulkan scheduler while the
back runs. Switch 2 titles, Vulkan, non-accurate GPU only.
Title 1, 3D attract loop: ~44,000 draws a second on one thread, ~47,400
with EDEN_NX2_SPLIT=1, 50,000-66,500 with EDEN_NX2_SPLIT=2.
Diffstat (limited to 'src/video_core/control/scheduler.cpp')
| -rw-r--r-- | src/video_core/control/scheduler.cpp | 22 |
1 files changed, 17 insertions, 5 deletions
diff --git a/src/video_core/control/scheduler.cpp b/src/video_core/control/scheduler.cpp index 24f1db1f7c..c120533c37 100644 --- a/src/video_core/control/scheduler.cpp +++ b/src/video_core/control/scheduler.cpp @@ -12,9 +12,24 @@ #include "video_core/control/channel_state.h" #include "video_core/control/scheduler.h" #include "video_core/gpu.h" +#include "video_core/gpu_split.h" namespace Tegra::Control { +void Scheduler::BindChannel(GPU& gpu, s32 bind_id) { + // With the GPU thread split the rasterizer's channel switches with the methods around it, on + // the back thread (deferred outside the lock: the back takes it to bind). + if (auto& split = VideoCommon::GpuSplit::Get(); split.Active()) { + split.Defer([this, gpu_ptr = &gpu, bind_id] { + std::scoped_lock lk{scheduling_guard}; + gpu_ptr->BindChannel(bind_id); + }); + return; + } + std::scoped_lock lk{scheduling_guard}; + gpu.BindChannel(bind_id); +} + void Scheduler::Push(GPU& gpu, s32 channel, CommandList&& entries) { std::shared_ptr<ChannelState> channel_state; { @@ -22,8 +37,8 @@ void Scheduler::Push(GPU& gpu, s32 channel, CommandList&& entries) { auto it = channels.find(channel); ASSERT(it != channels.end()); channel_state = it->second; - gpu.BindChannel(channel_state->bind_id); } + BindChannel(gpu, channel_state->bind_id); // Process commands outside the lock to reduce contention. // Multiple channels can prepare their commands in parallel. channel_state->payload->dma_pusher.Push(std::move(entries)); @@ -47,10 +62,7 @@ void Scheduler::ResumePending(GPU& gpu) { if (!dma_pusher.HasPendingAcquire() || !dma_pusher.CanResumeAcquire()) { continue; } - { - std::scoped_lock lk{scheduling_guard}; - gpu.BindChannel(state->bind_id); - } + BindChannel(gpu, state->bind_id); dma_pusher.DispatchCalls(); progress = true; } |
