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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <algorithm>
#include <condition_variable>
#include <cstdlib>
#include <cstring>
#include <deque>
#include <functional>
#include <mutex>
#include <thread>
#include <vector>
#include <queue>
#include "common/common_types.h"
#include "common/logging.h"
#include "common/settings.h"
#include "common/thread.h"
#include "video_core/delayed_destruction_ring.h"
#include "video_core/gpu.h"
#include "video_core/host1x/host1x.h"
#include "video_core/host1x/syncpoint_manager.h"
#include "video_core/nx2_profile.h"
#include "video_core/rasterizer_interface.h"
namespace VideoCommon {
class FenceBase {
public:
explicit FenceBase(bool is_stubbed_) : is_stubbed{is_stubbed_} {}
bool IsStubbed() const {
return is_stubbed;
}
protected:
bool is_stubbed;
};
template <typename Traits>
class FenceManager {
using TFence = typename Traits::FenceType;
using TTextureCache = typename Traits::TextureCacheType;
using TBufferCache = typename Traits::BufferCacheType;
using TQueryCache = typename Traits::QueryCacheType;
static constexpr bool can_async_check = Traits::HAS_ASYNC_CHECK;
public:
/// Notify the fence manager about a new frame
void TickFrame() {
std::unique_lock lock(ring_guard);
delayed_destruction_ring.Tick();
}
// Unlike other fences, this one doesn't
void SignalOrdering() {
if constexpr (!can_async_check) {
TryReleasePendingFences<false>();
}
std::scoped_lock lock{buffer_cache.mutex};
buffer_cache.AccumulateFlushes();
}
void SignalReference() {
std::function<void()> do_nothing([] {});
SignalFence(std::move(do_nothing));
}
void SyncOperation(std::function<void()>&& func) {
// Not only the GPU thread queues these (query cache work runs elsewhere too), while
// SignalFence moves the list into pending_operations: unguarded, the list was corrupted
// and the fencing thread crashed walking it. Its own lock, held for no callbacks.
std::scoped_lock lock{uncommitted_guard};
uncommitted_operations.emplace_back(std::move(func));
}
void SignalFence(std::function<void()>&& func) {
Nx2Profile::Scope profile_scope{Nx2Profile::Zone::Fence};
const bool delay_fence = Settings::IsGPUFenceBehaviorDefault() ? Settings::IsGPULevelHigh() : Settings::IsGPUFenceBehaviorBalanced() || Settings::IsGPUFenceBehaviorAccurate();
if constexpr (!can_async_check) {
TryReleasePendingFences<false>();
}
auto [should_flush, committed_flushes] = CommitCacheFlushes();
if (!delay_fence && committed_flushes == 0 && SkipEmptyFence()) {
Nx2Profile::Scope skipped_scope{Nx2Profile::Zone::FenceSkipped};
func();
rasterizer.InvalidateGPUCache();
return;
}
skipped_fences = 0;
should_flush |= query_cache.HasUncommittedFlushes();
query_cache.CommitAsyncFlushes();
TFence new_fence = CreateFence(!should_flush);
if constexpr (can_async_check) {
guard.lock();
}
{
std::scoped_lock lock{uncommitted_guard};
if (delay_fence) {
uncommitted_operations.emplace_back(std::move(func));
}
pending_operations.emplace_back(std::move(uncommitted_operations));
uncommitted_operations.clear(); // moved-from: make it empty explicitly
}
pending_flushes.push_back(committed_flushes);
QueueFence(new_fence);
if (!delay_fence) {
func();
}
fences.push(std::move(new_fence));
if (should_flush) {
rasterizer.FlushCommands();
}
if constexpr (can_async_check) {
guard.unlock();
cv.notify_all();
}
rasterizer.InvalidateGPUCache();
}
void SignalSyncPoint(u32 value) {
// The id comes from a command list (the 3D engine's sync method, the puller's fence
// action). Past the syncpoint table, the increment would walk memory after it as an
// action list; command words read wrong carry any id (Splatoon Raiders on Linux).
if (value >= Tegra::Host1x::SyncpointManager::NUM_MAX_SYNCPOINTS) {
LOG_ERROR(HW_GPU, "Signal of syncpoint {} past the table, ignored", value);
return;
}
syncpoint_manager.IncrementGuest(value);
std::function<void()> func([this, value] { syncpoint_manager.IncrementHost(value); });
SignalFence(std::move(func));
}
void WaitPendingFences([[maybe_unused]] bool force) {
if constexpr (!can_async_check) {
TryReleasePendingFences<true>();
} else {
if (!force) {
return;
}
std::mutex wait_mutex;
std::condition_variable wait_cv;
std::atomic<bool> wait_finished{};
std::function<void()> func([&] {
std::scoped_lock lk(wait_mutex);
wait_finished.store(true, std::memory_order_relaxed);
wait_cv.notify_all();
});
SignalFence(std::move(func));
std::unique_lock lk(wait_mutex);
wait_cv.wait(
lk, [&wait_finished] { return wait_finished.load(std::memory_order_relaxed); });
}
}
protected:
explicit FenceManager(VideoCore::RasterizerInterface& rasterizer_, Tegra::GPU& gpu_,
TTextureCache& texture_cache_, TBufferCache& buffer_cache_,
TQueryCache& query_cache_)
: rasterizer{rasterizer_}, gpu{gpu_}, syncpoint_manager{gpu.Host1x().GetSyncpointManager()},
texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, query_cache{query_cache_} {
if constexpr (can_async_check) {
fence_thread =
std::jthread([this](std::stop_token token) { ReleaseThreadFunc(token); });
}
}
virtual ~FenceManager() {
if constexpr (can_async_check) {
fence_thread.request_stop();
cv.notify_all();
fence_thread.join();
}
}
/// Creates a Fence Interface, does not create a backend fence if 'is_stubbed' is
/// true
virtual TFence CreateFence(bool is_stubbed) = 0;
/// Queues a fence into the backend if the fence isn't stubbed.
virtual void QueueFence(TFence& fence) = 0;
/// Notifies that the backend fence has been signaled/reached in host GPU.
virtual bool IsFenceSignaled(TFence& fence) const = 0;
/// Waits until a fence has been signalled by the host GPU.
virtual void WaitFence(TFence& fence) = 0;
VideoCore::RasterizerInterface& rasterizer;
Tegra::GPU& gpu;
Tegra::Host1x::SyncpointManager& syncpoint_manager;
TTextureCache& texture_cache;
TBufferCache& buffer_cache;
TQueryCache& query_cache;
private:
template <bool force_wait>
void TryReleasePendingFences() {
while (!fences.empty()) {
TFence& current_fence = fences.front();
if (ShouldWait() && !IsFenceSignaled(current_fence)) {
if constexpr (force_wait) {
WaitFence(current_fence);
} else {
return;
}
}
PopAsyncFlushes(pending_flushes.front());
pending_flushes.pop_front();
auto operations = std::move(pending_operations.front());
pending_operations.pop_front();
for (auto& operation : operations) {
operation();
}
{
std::unique_lock lock(ring_guard);
delayed_destruction_ring.Push(std::move(current_fence));
}
fences.pop();
}
}
void ReleaseThreadFunc(std::stop_token stop_token) {
Common::SetCurrentThreadName("GPUFencingThread");
Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
Common::SetCurrentThreadToPerformanceCores();
// Every fence the host GPU has already passed is released together: Switch 2 titles
// signal thousands a second and the host GPU completes them in bursts, so each cache's
// lock is taken once per burst instead of once per fence (the GPU thread, which holds
// them for nearly every command, spun, slept and woke this thread for each one).
// EDEN_NX2_FENCE_BATCH=0: one fence at a time (for comparisons).
static const size_t MaxBatch = [] {
const char* value = std::getenv("EDEN_NX2_FENCE_BATCH");
return value != nullptr && value[0] == '0' ? size_t{1} : size_t{64};
}();
struct Released {
TFence fence;
std::deque<std::function<void()>> operations;
u8 flushes;
};
std::vector<Released> batch;
batch.reserve(MaxBatch);
const auto take_front = [&] {
batch.push_back({std::move(fences.front()), std::move(pending_operations.front()),
pending_flushes.front()});
fences.pop();
pending_operations.pop_front();
pending_flushes.pop_front();
};
while (!stop_token.stop_requested()) {
{
std::unique_lock lock(guard);
cv.wait(lock, [&] { return stop_token.stop_requested() || !fences.empty(); });
if (stop_token.stop_requested()) [[unlikely]] {
return;
}
take_front();
}
if (!batch.front().fence->IsStubbed()) {
WaitFence(batch.front().fence);
}
{
std::unique_lock lock(guard);
while (batch.size() < MaxBatch && !fences.empty() &&
(fences.front()->IsStubbed() || IsFenceSignaled(fences.front()))) {
take_front();
}
}
size_t texture_pops = 0;
size_t buffer_pops = 0;
for (const Released& released : batch) {
texture_pops += (released.flushes & TextureFlushes) != 0 ? 1 : 0;
buffer_pops += (released.flushes & BufferFlushes) != 0 ? 1 : 0;
}
if (texture_pops != 0) {
std::scoped_lock lock{texture_cache.mutex};
for (size_t i = 0; i < texture_pops; ++i) {
texture_cache.PopAsyncFlushes();
}
}
if (buffer_pops != 0) {
std::scoped_lock lock{buffer_cache.mutex};
for (size_t i = 0; i < buffer_pops; ++i) {
buffer_cache.PopAsyncFlushes();
}
}
// Queries and operations keep their per-fence order.
for (Released& released : batch) {
query_cache.PopAsyncFlushes();
for (auto& operation : released.operations) {
operation();
}
}
{
std::unique_lock lock(ring_guard);
for (Released& released : batch) {
delayed_destruction_ring.Push(std::move(released.fence));
}
}
batch.clear();
}
}
bool ShouldWait() const {
std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
return texture_cache.ShouldWaitAsyncFlushes() || buffer_cache.ShouldWaitAsyncFlushes() ||
query_cache.ShouldWaitAsyncFlushes();
}
static constexpr u8 TextureFlushes = 1;
static constexpr u8 BufferFlushes = 2;
/// committed: what CommitAsyncFlushes returned for this fence.
void PopAsyncFlushes(u8 committed) {
if (committed & TextureFlushes) {
std::scoped_lock lock{texture_cache.mutex};
texture_cache.PopAsyncFlushes();
}
if (committed & BufferFlushes) {
std::scoped_lock lock{buffer_cache.mutex};
buffer_cache.PopAsyncFlushes();
}
query_cache.PopAsyncFlushes();
}
struct CacheFlushes {
bool should_flush; ///< Downloads to wait for: the fence must reach the host GPU
u8 committed; ///< TextureFlushes, BufferFlushes: the caches that committed downloads
};
/// Commits the texture and buffer caches' downloads for a new fence (the query cache's are
/// committed once a fence is made). Switch 2 titles signal a fence per compute dispatch
/// (thousands a second), mostly with nothing or only buffer data to download: each cache's
/// lock is taken once, alone, and the fencing thread later takes only the lock of the cache
/// with work, instead of holding both while it copies (the GPU thread's draws and uploads
/// waited for it).
CacheFlushes CommitCacheFlushes() {
CacheFlushes flushes{};
{
std::scoped_lock lock{texture_cache.mutex};
flushes.should_flush = texture_cache.HasUncommittedFlushes();
if (texture_cache.HasAsyncFlushWork()) {
texture_cache.CommitAsyncFlushes();
flushes.committed |= TextureFlushes;
}
}
{
std::scoped_lock lock{buffer_cache.mutex};
if (buffer_cache.HasUncommittedFlushes()) {
buffer_cache.CommitAsyncFlushes();
flushes.should_flush = true;
flushes.committed |= BufferFlushes;
}
}
return flushes;
}
/// Whether a fence with no downloads would do nothing, so need not be made: with fast GPU
/// fences its callback runs at once anyway, and most of the per-dispatch fences of Switch 2
/// titles have no queries or queued operations either. Making, queueing and retiring them
/// cost the GPU thread ~5% and woke the fencing thread for each. One in 64 is still made, so
/// the operations fences carry along (query slot cleanup) keep running.
bool SkipEmptyFence() {
if constexpr (requires { query_cache.HasPendingFenceWork(); }) {
if (skipped_fences >= 64 || query_cache.HasPendingFenceWork()) {
return false;
}
{
std::scoped_lock lock{uncommitted_guard};
if (!uncommitted_operations.empty()) {
return false;
}
}
++skipped_fences;
return true;
} else {
return false;
}
}
std::queue<TFence> fences;
std::deque<std::function<void()>> uncommitted_operations;
std::deque<std::deque<std::function<void()>>> pending_operations;
std::deque<u8> pending_flushes; ///< Per fence: the caches that committed downloads
u32 skipped_fences{}; ///< Empty fences skipped since the last one made (GPU thread only)
std::mutex guard;
std::mutex ring_guard;
std::mutex uncommitted_guard; ///< Guards uncommitted_operations
std::condition_variable cv;
std::jthread fence_thread;
DelayedDestructionRing<TFence, 8> delayed_destruction_ring;
};
} // namespace VideoCommon
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