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authorMarkus Wick <markus@selfnet.de>2019-12-30 13:03:20 +0100
committerMarkus Wick <markus@selfnet.de>2019-12-30 13:04:53 +0100
commit4bdaebe33eddd66355de1f3b0d56ebfb5735657b (patch)
treedc41e5bea7e4844fceebbbb2d7481eb026bfcfd9 /src/video_core/gpu.cpp
parentb6825f4b37f5e3e53d2b22038ca3acfc8283a0f5 (diff)
video_core: Block in WaitFence.
This function is called rarely and blocks quite often for a long time. So don't waste power and let the CPU sleep. This might also increase the performance as the other cores might be allowed to clock higher.
Diffstat (limited to 'src/video_core/gpu.cpp')
-rw-r--r--src/video_core/gpu.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/video_core/gpu.cpp b/src/video_core/gpu.cpp
index 095660115f..b9c5c41a2a 100644
--- a/src/video_core/gpu.cpp
+++ b/src/video_core/gpu.cpp
@@ -66,19 +66,20 @@ const DmaPusher& GPU::DmaPusher() const {
return *dma_pusher;
}
-void GPU::WaitFence(u32 syncpoint_id, u32 value) const {
+void GPU::WaitFence(u32 syncpoint_id, u32 value) {
// Synced GPU, is always in sync
if (!is_async) {
return;
}
MICROPROFILE_SCOPE(GPU_wait);
- while (syncpoints[syncpoint_id].load(std::memory_order_relaxed) < value) {
- }
+ std::unique_lock lock{sync_mutex};
+ sync_cv.wait(lock, [=]() { return syncpoints[syncpoint_id].load() >= value; });
}
void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
syncpoints[syncpoint_id]++;
std::lock_guard lock{sync_mutex};
+ sync_cv.notify_all();
if (!syncpt_interrupts[syncpoint_id].empty()) {
u32 value = syncpoints[syncpoint_id].load();
auto it = syncpt_interrupts[syncpoint_id].begin();