Merge pull request #2912 from FernandoS27/async-fixes
General fixes to Async GPU
This commit is contained in:
		@@ -5,6 +5,7 @@
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvdrv/devices/nvmap.h"
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#include "core/perf_stats.h"
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@@ -38,7 +39,10 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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        transform, crop_rect};
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    system.GetPerfStats().EndGameFrame();
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    system.GetPerfStats().EndSystemFrame();
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    system.GPU().SwapBuffers(&framebuffer);
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    system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs());
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    system.GetPerfStats().BeginSystemFrame();
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}
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} // namespace Service::Nvidia::Devices
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@@ -63,16 +63,26 @@ u32 nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector<u8>&
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        return NvResult::BadParameter;
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    }
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    u32 event_id = params.value & 0x00FF;
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    if (event_id >= MaxNvEvents) {
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        std::memcpy(output.data(), ¶ms, sizeof(params));
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        return NvResult::BadParameter;
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    }
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    auto event = events_interface.events[event_id];
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    auto& gpu = system.GPU();
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    // This is mostly to take into account unimplemented features. As synced
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    // gpu is always synced.
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    if (!gpu.IsAsync()) {
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        event.writable->Signal();
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        return NvResult::Success;
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    }
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    auto lock = gpu.LockSync();
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    const u32 current_syncpoint_value = gpu.GetSyncpointValue(params.syncpt_id);
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    const s32 diff = current_syncpoint_value - params.threshold;
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    if (diff >= 0) {
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        event.writable->Signal();
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        params.value = current_syncpoint_value;
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        std::memcpy(output.data(), ¶ms, sizeof(params));
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        return NvResult::Success;
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@@ -88,27 +98,6 @@ u32 nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector<u8>&
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        return NvResult::Timeout;
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    }
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    u32 event_id;
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    if (is_async) {
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        event_id = params.value & 0x00FF;
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        if (event_id >= MaxNvEvents) {
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            std::memcpy(output.data(), ¶ms, sizeof(params));
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            return NvResult::BadParameter;
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        }
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    } else {
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        if (ctrl.fresh_call) {
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            const auto result = events_interface.GetFreeEvent();
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            if (result) {
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                event_id = *result;
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            } else {
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                LOG_CRITICAL(Service_NVDRV, "No Free Events available!");
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                event_id = params.value & 0x00FF;
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            }
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        } else {
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            event_id = ctrl.event_id;
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        }
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    }
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    EventState status = events_interface.status[event_id];
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    if (event_id < MaxNvEvents || status == EventState::Free || status == EventState::Registered) {
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        events_interface.SetEventStatus(event_id, EventState::Waiting);
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@@ -120,7 +109,7 @@ u32 nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector<u8>&
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            params.value = ((params.syncpt_id & 0xfff) << 16) | 0x10000000;
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        }
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        params.value |= event_id;
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        events_interface.events[event_id].writable->Clear();
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        event.writable->Clear();
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        gpu.RegisterSyncptInterrupt(params.syncpt_id, target_value);
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        if (!is_async && ctrl.fresh_call) {
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            ctrl.must_delay = true;
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@@ -134,7 +134,9 @@ void NVDRV::QueryEvent(Kernel::HLERequestContext& ctx) {
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    IPC::ResponseBuilder rb{ctx, 3, 1};
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    rb.Push(RESULT_SUCCESS);
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    if (event_id < MaxNvEvents) {
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        rb.PushCopyObjects(nvdrv->GetEvent(event_id));
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        auto event = nvdrv->GetEvent(event_id);
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        event->Clear();
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        rb.PushCopyObjects(event);
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        rb.Push<u32>(NvResult::Success);
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    } else {
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        rb.Push<u32>(0);
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@@ -40,8 +40,8 @@ Module::Module(Core::System& system) {
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    auto& kernel = system.Kernel();
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    for (u32 i = 0; i < MaxNvEvents; i++) {
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        std::string event_label = fmt::format("NVDRV::NvEvent_{}", i);
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        events_interface.events[i] = Kernel::WritableEvent::CreateEventPair(
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            kernel, Kernel::ResetType::Automatic, event_label);
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        events_interface.events[i] =
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            Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Manual, event_label);
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        events_interface.status[i] = EventState::Free;
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        events_interface.registered[i] = false;
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    }
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@@ -187,14 +187,18 @@ void NVFlinger::Compose() {
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        MicroProfileFlip();
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        if (!buffer) {
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            // There was no queued buffer to draw, render previous frame
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            system.GetPerfStats().EndGameFrame();
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            system.GPU().SwapBuffers({});
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            continue;
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        }
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        const auto& igbp_buffer = buffer->get().igbp_buffer;
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        const auto& gpu = system.GPU();
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        const auto& multi_fence = buffer->get().multi_fence;
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        for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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            const auto& fence = multi_fence.fences[fence_id];
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            gpu.WaitFence(fence.id, fence.value);
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        }
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        // Now send the buffer to the GPU for drawing.
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        // TODO(Subv): Support more than just disp0. The display device selection is probably based
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        // on which display we're drawing (Default, Internal, External, etc)
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