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https://github.com/dolphin-emu/dolphin.git
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VideoBackendBase: Do save state logic on the GPU thread
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a25a4e0708
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@ -154,6 +154,10 @@ void AsyncRequests::HandleEvent(const AsyncRequests::Event& e)
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case Event::PERF_QUERY:
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g_perf_query->FlushResults();
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break;
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case Event::DO_SAVE_STATE:
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g_video_backend->DoStateGPUThread(*e.do_save_state.p);
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break;
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}
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}
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@ -13,6 +13,7 @@
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#include "Common/Flag.h"
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struct EfbPokeData;
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class PointerWrap;
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class AsyncRequests
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{
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@ -28,6 +29,7 @@ public:
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SWAP_EVENT,
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BBOX_READ,
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PERF_QUERY,
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DO_SAVE_STATE,
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} type;
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u64 time;
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@ -64,6 +66,11 @@ public:
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struct
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{
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} perf_query;
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struct
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{
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PointerWrap* p;
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} do_save_state;
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};
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};
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@ -68,9 +68,6 @@ static void BPWritten(const BPCmd& bp)
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----------------------------------------------------------------------------------------------------------------
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*/
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// check for invalid state, else unneeded configuration are built
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g_video_backend->CheckInvalidState();
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if (((s32*)&bpmem)[bp.address] == bp.newvalue)
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{
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if (!(bp.address == BPMEM_TRIGGER_EFB_COPY || bp.address == BPMEM_CLEARBBOX1 ||
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@ -299,14 +299,15 @@ void RunGpuLoop()
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[] {
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const SConfig& param = SConfig::GetInstance();
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// Run events from the CPU thread.
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AsyncRequests::GetInstance()->PullEvents();
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// Do nothing while paused
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if (!s_emu_running_state.IsSet())
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return;
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if (s_use_deterministic_gpu_thread)
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{
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AsyncRequests::GetInstance()->PullEvents();
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// All the fifo/CP stuff is on the CPU. We just need to run the opcode decoder.
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u8* seen_ptr = s_video_buffer_seen_ptr;
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u8* write_ptr = s_video_buffer_write_ptr;
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@ -321,9 +322,6 @@ void RunGpuLoop()
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else
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{
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CommandProcessor::SCPFifoStruct& fifo = CommandProcessor::fifo;
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AsyncRequests::GetInstance()->PullEvents();
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CommandProcessor::SetCPStatusFromGPU();
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// check if we are able to run this buffer
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@ -338,9 +338,6 @@ void VertexManagerBase::Flush()
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m_is_flushed = true;
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// loading a state will invalidate BP, so check for it
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g_video_backend->CheckInvalidState();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("frame%d:\n texgen=%u, numchan=%u, dualtex=%u, ztex=%u, cole=%u, alpe=%u, ze=%u",
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g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,
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@ -40,6 +40,7 @@
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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@ -236,8 +237,25 @@ void VideoBackendBase::PopulateBackendInfo()
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g_Config.Refresh();
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}
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// Run from the CPU thread
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void VideoBackendBase::DoState(PointerWrap& p)
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{
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if (!SConfig::GetInstance().bCPUThread)
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{
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DoStateGPUThread(p);
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return;
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}
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AsyncRequests::Event ev = {};
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ev.do_save_state.p = &p;
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ev.type = AsyncRequests::Event::DO_SAVE_STATE;
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AsyncRequests::GetInstance()->PushEvent(ev, true);
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// Let the GPU thread sleep after loading the state, so we're not spinning if paused after loading
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// a state. The next GP burst will wake it up again.
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Fifo::GpuMaySleep();
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}
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void VideoBackendBase::DoStateGPUThread(PointerWrap& p)
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{
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bool software = false;
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p.Do(software);
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@ -254,7 +272,10 @@ void VideoBackendBase::DoState(PointerWrap& p)
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// Refresh state.
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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m_invalid = true;
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// Inform backend of new state from registers.
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g_vertex_manager->Flush();
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g_texture_cache->Invalidate();
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BPReload();
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// Clear all caches that touch RAM
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// (? these don't appear to touch any emulation state that gets saved. moved to on load only.)
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@ -262,17 +283,6 @@ void VideoBackendBase::DoState(PointerWrap& p)
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}
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}
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void VideoBackendBase::CheckInvalidState()
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{
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if (m_invalid)
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{
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m_invalid = false;
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BPReload();
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g_texture_cache->Invalidate();
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}
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}
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void VideoBackendBase::InitializeShared()
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{
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memset(&g_main_cp_state, 0, sizeof(g_main_cp_state));
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@ -282,8 +292,6 @@ void VideoBackendBase::InitializeShared()
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// do not initialize again for the config window
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m_initialized = true;
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m_invalid = false;
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CommandProcessor::Init();
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Fifo::Init();
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OpcodeDecoder::Init();
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@ -63,18 +63,17 @@ public:
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// Called by the UI thread when the graphics config is opened.
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static void PopulateBackendInfo();
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// the implementation needs not do synchronization logic, because calls to it are surrounded by
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// PauseAndLock now
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// Wrapper function which pushes the event to the GPU thread.
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void DoState(PointerWrap& p);
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void CheckInvalidState();
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// Function which handles the real state load/save logic.
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void DoStateGPUThread(PointerWrap& p);
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protected:
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void InitializeShared();
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void ShutdownShared();
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bool m_initialized = false;
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bool m_invalid = false;
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};
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extern std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
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