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https://github.com/skyline-emu/skyline.git
synced 2024-11-27 02:24:17 +01:00
Always reset all attached resources on Submit
Certain resources can be attached to an empty `Submit` with no nodes, this can cause it to become a false dependency and not be removed till the next non-empty submission. This has now been fixed by doing a reset regardless of if any nodes exist.
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@ -290,8 +290,6 @@ namespace skyline::gpu::interconnect {
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cycle->ChainCycle(attachedTexture->cycle);
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attachedTexture->cycle = cycle;
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}
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attachedTextures.clear();
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textureManagerLock.reset();
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for (const auto &attachedBuffer : attachedBuffers) {
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if (attachedBuffer->UsedByContext()) {
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@ -300,18 +298,23 @@ namespace skyline::gpu::interconnect {
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attachedBuffer->cycle = cycle;
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}
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}
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for (const auto &delegate : attachedBufferDelegates) {
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delegate->usageCallback = nullptr;
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delegate->view->megabufferOffset = 0;
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}
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attachedBuffers.clear();
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attachedBufferDelegates.clear();
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bufferManagerLock.reset();
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}
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}
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void CommandExecutor::ResetInternal() {
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attachedTextures.clear();
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textureManagerLock.reset();
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for (const auto &delegate : attachedBufferDelegates) {
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delegate->usageCallback = nullptr;
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delegate->view->megabufferOffset = 0;
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}
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attachedBufferDelegates.clear();
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attachedBuffers.clear();
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bufferManagerLock.reset();
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}
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void CommandExecutor::Submit() {
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if (!nodes.empty()) {
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TRACE_EVENT("gpu", "CommandExecutor::Submit");
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@ -320,6 +323,7 @@ namespace skyline::gpu::interconnect {
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cycle = activeCommandBuffer.GetFenceCycle();
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megaBuffer = gpu.buffer.AcquireMegaBuffer(cycle);
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}
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ResetInternal();
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}
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void CommandExecutor::SubmitWithFlush() {
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@ -329,5 +333,6 @@ namespace skyline::gpu::interconnect {
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cycle = activeCommandBuffer.Reset();
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megaBuffer.Reset();
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}
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ResetInternal();
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}
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}
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@ -89,6 +89,11 @@ namespace skyline::gpu::interconnect {
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*/
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void SubmitInternal();
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/**
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* @brief Resets all the internal state, this must be called before starting a new submission as it clears everything from a past submission
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*/
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void ResetInternal();
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public:
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std::shared_ptr<FenceCycle> cycle; //!< The fence cycle that this command executor uses to wait for the GPU to finish executing commands
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MegaBuffer megaBuffer; //!< The megabuffer used to temporarily store buffer modifications allowing them to be replayed in-sequence on the GPU
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