dolphin/Source/Core/VideoCommon/Fifo.h
JosJuice 7197e3abd0 Use structs for config callback IDs
This way you can't mix up regular config callback IDs and CPU thread
config callback IDs. (It would be rather bad if you did!)
2023-08-17 19:19:26 +02:00

134 lines
4.1 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <cstddef>
#include <optional>
#include "Common/BlockingLoop.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/Event.h"
#include "Common/Flag.h"
class PointerWrap;
namespace Core
{
class System;
}
namespace CoreTiming
{
struct EventType;
}
namespace Fifo
{
// Used for diagnostics.
enum class SyncGPUReason
{
Other,
Wraparound,
EFBPoke,
PerfQuery,
BBox,
Swap,
AuxSpace,
};
class FifoManager final
{
public:
FifoManager();
FifoManager(const FifoManager& other) = delete;
FifoManager(FifoManager&& other) = delete;
FifoManager& operator=(const FifoManager& other) = delete;
FifoManager& operator=(FifoManager&& other) = delete;
~FifoManager();
void Init(Core::System& system);
void Shutdown();
void Prepare(Core::System& system); // Must be called from the CPU thread.
void DoState(PointerWrap& f);
void PauseAndLock(Core::System& system, bool doLock, bool unpauseOnUnlock);
void UpdateWantDeterminism(Core::System& system, bool want);
bool UseDeterministicGPUThread() const { return m_use_deterministic_gpu_thread; }
bool UseSyncGPU() const { return m_config_sync_gpu; }
// In deterministic GPU thread mode this waits for the GPU to be done with pending work.
void SyncGPU(SyncGPUReason reason, bool may_move_read_ptr = true);
// In single core mode, this runs the GPU for a single slice.
// In dual core mode, this synchronizes with the GPU thread.
void SyncGPUForRegisterAccess(Core::System& system);
void PushFifoAuxBuffer(const void* ptr, size_t size);
void* PopFifoAuxBuffer(size_t size);
void FlushGpu(Core::System& system);
void RunGpu(Core::System& system);
void GpuMaySleep();
void RunGpuLoop(Core::System& system);
void ExitGpuLoop(Core::System& system);
void EmulatorState(bool running);
void ResetVideoBuffer();
private:
void RefreshConfig();
void ReadDataFromFifo(Core::System& system, u32 readPtr);
void ReadDataFromFifoOnCPU(Core::System& system, u32 readPtr);
int RunGpuOnCpu(Core::System& system, int ticks);
int WaitForGpuThread(Core::System& system, int ticks);
static void SyncGPUCallback(Core::System& system, u64 ticks, s64 cyclesLate);
static constexpr u32 FIFO_SIZE = 2 * 1024 * 1024;
Common::BlockingLoop m_gpu_mainloop;
Common::Flag m_emu_running_state;
// Most of this array is unlikely to be faulted in...
u8 m_fifo_aux_data[FIFO_SIZE]{};
u8* m_fifo_aux_write_ptr = nullptr;
u8* m_fifo_aux_read_ptr = nullptr;
// This could be in SConfig, but it depends on multiple settings
// and can change at runtime.
bool m_use_deterministic_gpu_thread = false;
CoreTiming::EventType* m_event_sync_gpu = nullptr;
// STATE_TO_SAVE
u8* m_video_buffer = nullptr;
u8* m_video_buffer_read_ptr = nullptr;
std::atomic<u8*> m_video_buffer_write_ptr = nullptr;
std::atomic<u8*> m_video_buffer_seen_ptr = nullptr;
u8* m_video_buffer_pp_read_ptr = nullptr;
// The read_ptr is always owned by the GPU thread. In normal mode, so is the
// write_ptr, despite it being atomic. In deterministic GPU thread mode,
// things get a bit more complicated:
// - The seen_ptr is written by the GPU thread, and points to what it's already
// processed as much of as possible - in the case of a partial command which
// caused it to stop, not the same as the read ptr. It's written by the GPU,
// under the lock, and updating the cond.
// - The write_ptr is written by the CPU thread after it copies data from the
// FIFO. Maybe someday it will be under the lock. For now, because RunGpuLoop
// polls, it's just atomic.
// - The pp_read_ptr is the CPU preprocessing version of the read_ptr.
std::atomic<int> m_sync_ticks = 0;
bool m_syncing_suspended = false;
Common::Event m_sync_wakeup_event;
std::optional<Config::ConfigChangedCallbackID> m_config_callback_id = std::nullopt;
bool m_config_sync_gpu = false;
int m_config_sync_gpu_max_distance = 0;
int m_config_sync_gpu_min_distance = 0;
float m_config_sync_gpu_overclock = 0.0f;
};
bool AtBreakpoint(Core::System& system);
} // namespace Fifo