Example #1
0
void RunGpu()
{
	SCPFifoStruct &fifo = CommandProcessor::fifo;
	const SConfig& param = SConfig::GetInstance();

	// execute GPU
	if (!param.bCPUThread || g_use_deterministic_gpu_thread)
	{
		bool reset_simd_state = false;
		while (fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint() )
		{
			if (g_use_deterministic_gpu_thread)
			{
				ReadDataFromFifoOnCPU(fifo.CPReadPointer);
				s_gpu_mainloop.Wakeup();
			}
			else
			{
				if (!reset_simd_state)
				{
					FPURoundMode::SaveSIMDState();
					FPURoundMode::LoadDefaultSIMDState();
					reset_simd_state = true;
				}
				ReadDataFromFifo(fifo.CPReadPointer);
				s_video_buffer_read_ptr = OpcodeDecoder_Run(DataReader(s_video_buffer_read_ptr, s_video_buffer_write_ptr), nullptr, false);
			}

			//DEBUG_LOG(COMMANDPROCESSOR, "Fifo wraps to base");

			if (fifo.CPReadPointer == fifo.CPEnd)
				fifo.CPReadPointer = fifo.CPBase;
			else
				fifo.CPReadPointer += 32;

			fifo.CPReadWriteDistance -= 32;
		}
		CommandProcessor::SetCPStatusFromGPU();

		if (reset_simd_state)
		{
			FPURoundMode::LoadSIMDState();
		}
	}

	// wake up GPU thread
	if (param.bCPUThread)
	{
		s_gpu_mainloop.Wakeup();
	}
}
Example #2
0
TEST(BusyLoopTest, MultiThreaded)
{
  Common::BlockingLoop loop;
  Common::Event e;
  for (int i = 0; i < 100; i++)
  {
    loop.Prepare();
    std::thread loop_thread([&]() { loop.Run([&]() { e.Set(); }); });

    // Ping - Pong
    for (int j = 0; j < 10; j++)
    {
      loop.Wakeup();
      e.Wait();

      // Just waste some time. So the main loop did fall back to the sleep state much more likely.
      Common::SleepCurrentThread(1);
    }

    for (int j = 0; j < 100; j++)
    {
      // We normally have to call Wakeup to assure the Event is triggered.
      // But this check is for an internal feature of the BlockingLoop.
      // It's implemented to fall back to a busy loop regulary.
      // If we're in the busy loop, the payload (and so the Event) is called all the time.
      // loop.Wakeup();
      e.Wait();
    }

    loop.Stop();
    loop_thread.join();
  }
}
Example #3
0
void EmulatorState(bool running)
{
  s_emu_running_state.Set(running);
  if (running)
    s_gpu_mainloop.Wakeup();
  else
    s_gpu_mainloop.AllowSleep();
}
Example #4
0
static int RunGpuOnCpu(int ticks)
{
  SCPFifoStruct& fifo = CommandProcessor::fifo;
  bool reset_simd_state = false;
  int available_ticks = int(ticks * SConfig::GetInstance().fSyncGpuOverclock) + s_sync_ticks.load();
  while (fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint() &&
         available_ticks >= 0)
  {
    if (s_use_deterministic_gpu_thread)
    {
      ReadDataFromFifoOnCPU(fifo.CPReadPointer);
      s_gpu_mainloop.Wakeup();
    }
    else
    {
      if (!reset_simd_state)
      {
        FPURoundMode::SaveSIMDState();
        FPURoundMode::LoadDefaultSIMDState();
        reset_simd_state = true;
      }
      ReadDataFromFifo(fifo.CPReadPointer);
      u32 cycles = 0;
      s_video_buffer_read_ptr = OpcodeDecoder::Run(
          DataReader(s_video_buffer_read_ptr, s_video_buffer_write_ptr), &cycles, false);
      available_ticks -= cycles;
    }

    if (fifo.CPReadPointer == fifo.CPEnd)
      fifo.CPReadPointer = fifo.CPBase;
    else
      fifo.CPReadPointer += 32;

    fifo.CPReadWriteDistance -= 32;
  }

  CommandProcessor::SetCPStatusFromGPU();

  if (reset_simd_state)
  {
    FPURoundMode::LoadSIMDState();
  }

  // Discard all available ticks as there is nothing to do any more.
  s_sync_ticks.store(std::min(available_ticks, 0));

  // If the GPU is idle, drop the handler.
  if (available_ticks >= 0)
    return -1;

  // Always wait at least for GPU_TIME_SLOT_SIZE cycles.
  return -available_ticks + GPU_TIME_SLOT_SIZE;
}
Example #5
0
void RunGpu()
{
  const SConfig& param = SConfig::GetInstance();

  // wake up GPU thread
  if (param.bCPUThread && !s_use_deterministic_gpu_thread)
  {
    s_gpu_mainloop.Wakeup();
  }

  // if the sync GPU callback is suspended, wake it up.
  if (!SConfig::GetInstance().bCPUThread || s_use_deterministic_gpu_thread ||
      SConfig::GetInstance().bSyncGPU)
  {
    if (s_syncing_suspended)
    {
      s_syncing_suspended = false;
      CoreTiming::ScheduleEvent(GPU_TIME_SLOT_SIZE, s_event_sync_gpu, GPU_TIME_SLOT_SIZE);
    }
  }
}
Example #6
0
void EmulatorState(bool running)
{
	s_emu_running_state.store(running);
	s_gpu_mainloop.Wakeup();
}