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https://github.com/hrydgard/ppsspp.git
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The core and the headless tools no longer use mutexes, condition variables, spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through libretro-common's retro_atomic and rthreads plus a few small pieces on top of them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and ReaderGate. Every wait blocks until it's woken; nothing polls on a timer. State that only one thread touches just loses its lock. The PSP filesystem, sceIo and the savedata dialog now belong to the emulation thread: async reads and writes run when they're queued and complete later in emulated time, and the IO and savedata threads are gone. The friend finder only talks to the adhoc server and hands what it gets to the emulation thread. GPU init always runs on the thread that starts the game. The Vulkan render and compile queues, pipeline and render pass caches, delete list and SPIR-V cache, the GL render queue, the software renderer's jit caches, the file loader caches, the web debugger, UPnP, input, savestates, logging and the GE debugger all hand off through queues and atomics. The IR jit's spinning profiler thread goes. A CPU thread with nothing to run now sleeps until work is queued instead of spinning. Headless with --debugger waits for a client while stopped, and ends the run once every client that connected has left. Web server shutdown keeps servicing the CPU queue until the server has finished.
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <string>
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#include <vector>
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#include "Common/File/Path.h"
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#include "GPU/GPUCommonHW.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/PipelineManagerVulkan.h"
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#include "GPU/Common/TextureShaderCommon.h"
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class FramebufferManagerVulkan;
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class ShaderManagerVulkan;
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class LinkedShader;
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class TextureCacheVulkan;
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class StringWriter;
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class GPU_Vulkan : public GPUCommonHW {
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public:
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GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
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~GPU_Vulkan();
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void FinishInitOnMainThread() override;
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// This gets called on startup and when we get back from settings.
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u32 CheckGPUFeatures() const override;
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// These are where we can reset command buffers etc.
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void BeginHostFrame(const DisplayLayoutConfig &config) override;
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void EndHostFrame() override;
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void GetStats(StringWriter &w) override;
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void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
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void DeviceRestore(Draw::DrawContext *draw) override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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TextureCacheVulkan *GetTextureCache() { return textureCacheVulkan_; }
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const PipelineManagerVulkan *GetPipelineManager() const { return pipelineManager_; }
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protected:
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void FinishDeferred() override;
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void CheckRenderResized(const DisplayLayoutConfig &config) override;
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private:
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void BuildReportingInfo() override;
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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void LoadCache(const Path &filename, bool waitForPipelines);
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void SaveCache(const Path &filename);
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FramebufferManagerVulkan *framebufferManagerVulkan_;
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TextureCacheVulkan *textureCacheVulkan_;
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DrawEngineVulkan drawEngine_;
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// Manages shaders and UBO data
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ShaderManagerVulkan *shaderManagerVulkan_;
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// Manages state and pipeline objects
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PipelineManagerVulkan *pipelineManager_;
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Path shaderCachePath_;
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};
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