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-rw-r--r--Source/Core/VideoCommon/Fifo.cpp26
1 files changed, 20 insertions, 6 deletions
diff --git a/Source/Core/VideoCommon/Fifo.cpp b/Source/Core/VideoCommon/Fifo.cpp
index 5f75deb672..0b65a56cd8 100644
--- a/Source/Core/VideoCommon/Fifo.cpp
+++ b/Source/Core/VideoCommon/Fifo.cpp
@@ -62,6 +62,9 @@ static u8* s_video_buffer_pp_read_ptr;
static Common::Flag s_gpu_is_running; // If this one is set, the gpu loop will be called at least once again
static Common::Event s_gpu_new_work_event;
+static Common::Flag s_gpu_is_pending; // If this one is set, there might still be work to do
+static Common::Event s_gpu_done_event;
+
void Fifo_DoState(PointerWrap &p)
{
p.DoArray(s_video_buffer, FIFO_SIZE);
@@ -85,7 +88,6 @@ void Fifo_PauseAndLock(bool doLock, bool unpauseOnUnlock)
EmulatorState(false);
if (!Core::IsGPUThread())
m_csHWVidOccupied.lock();
- _dbg_assert_(COMMON, !CommandProcessor::fifo.isGpuReadingData);
}
else
{
@@ -131,9 +133,8 @@ void ExitGpuLoop()
{
// This should break the wait loop in CPU thread
CommandProcessor::fifo.bFF_GPReadEnable = false;
- SCPFifoStruct &fifo = CommandProcessor::fifo;
- while (fifo.isGpuReadingData)
- Common::YieldCPU();
+ FlushGpu();
+
// Terminate GPU thread loop
GpuRunningState = false;
EmuRunningState = true;
@@ -317,7 +318,6 @@ void RunGpuLoop()
while (GpuRunningState && EmuRunningState && run_loop && !CommandProcessor::interruptWaiting && fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint())
{
fifo.isGpuReadingData = true;
- CommandProcessor::isPossibleWaitingSetDrawDone = fifo.bFF_GPLinkEnable ? true : false;
if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPU || Common::AtomicLoad(CommandProcessor::VITicks) > CommandProcessor::m_cpClockOrigin)
{
@@ -356,18 +356,21 @@ void RunGpuLoop()
// If we don't, s_swapRequested or s_efbAccessRequested won't be set to false
// leading the CPU thread to wait in Video_BeginField or Video_AccessEFB thus slowing things down.
AsyncRequests::GetInstance()->PullEvents();
- CommandProcessor::isPossibleWaitingSetDrawDone = false;
}
// don't release the GPU running state on sync GPU waits
fifo.isGpuReadingData = !run_loop;
}
+ s_gpu_is_pending.Clear();
+ s_gpu_done_event.Set();
+
if (EmuRunningState)
{
if (s_gpu_is_running.IsSet())
{
// reset the atomic flag. But as the CPU thread might have pushed some new data, we have to rerun the GPU loop
+ s_gpu_is_pending.Set();
s_gpu_is_running.Clear();
}
else
@@ -393,6 +396,16 @@ void RunGpuLoop()
AsyncRequests::GetInstance()->SetPassthrough(true);
}
+void FlushGpu()
+{
+ if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread || g_use_deterministic_gpu_thread)
+ return;
+
+ while (s_gpu_is_running.IsSet() || s_gpu_is_pending.IsSet())
+ {
+ s_gpu_done_event.Wait();
+ }
+}
bool AtBreakpoint()
{
@@ -437,6 +450,7 @@ void RunGpu()
// wake up GPU thread
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread && !s_gpu_is_running.IsSet())
{
+ s_gpu_is_pending.Set();
s_gpu_is_running.Set();
s_gpu_new_work_event.Set();
}