From 1df31e4b65633a1264c55e8e1a4162036b260c18 Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Wed, 25 Sep 2019 19:43:23 -0400 Subject: GPU_Async: Correct fences, display events and more. This commit uses guest fences on vSync event instead of an articial fake fence we had. It also corrects to keep signaling display events while loading the game as the OS is suppose to send buffers to vSync during that time. --- src/video_core/gpu.cpp | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'src/video_core/gpu.cpp') diff --git a/src/video_core/gpu.cpp b/src/video_core/gpu.cpp index 76cfe81070..d94be9c9df 100644 --- a/src/video_core/gpu.cpp +++ b/src/video_core/gpu.cpp @@ -3,6 +3,7 @@ // Refer to the license.txt file included. #include "common/assert.h" +#include "common/microprofile.h" #include "core/core.h" #include "core/core_timing.h" #include "core/memory.h" @@ -17,6 +18,8 @@ namespace Tegra { +MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192)); + GPU::GPU(Core::System& system, VideoCore::RendererBase& renderer, bool is_async) : system{system}, renderer{renderer}, is_async{is_async} { auto& rasterizer{renderer.Rasterizer()}; @@ -63,6 +66,16 @@ const DmaPusher& GPU::DmaPusher() const { return *dma_pusher; } +void GPU::WaitFence(u32 syncpoint_id, u32 value) const { + // Synced GPU, is always in sync + if (!is_async) { + return; + } + MICROPROFILE_SCOPE(GPU_wait); + while (syncpoints[syncpoint_id].load() < value) { + } +} + void GPU::IncrementSyncPoint(const u32 syncpoint_id) { syncpoints[syncpoint_id]++; std::lock_guard lock{sync_mutex}; -- cgit v1.2.3