/* This function checks the emulated CPU - GPU distance and may wake up the GPU, * or block the CPU if required. It should be called by the CPU thread regularly. * @ticks The gone emulated CPU time. * @return A good time to call WaitForGpuThread() next. */ static int WaitForGpuThread(int ticks) { const SConfig& param = SConfig::GetInstance(); int old = s_sync_ticks.fetch_add(ticks); int now = old + ticks; // GPU is idle, so stop polling. if (old >= 0 && s_gpu_mainloop.IsDone()) return -1; // Wakeup GPU if (old < param.iSyncGpuMinDistance && now >= param.iSyncGpuMinDistance) RunGpu(); // If the GPU is still sleeping, wait for a longer time if (now < param.iSyncGpuMinDistance) return GPU_TIME_SLOT_SIZE + param.iSyncGpuMinDistance - now; // Wait for GPU if (now >= param.iSyncGpuMaxDistance) s_sync_wakeup_event.Wait(); return GPU_TIME_SLOT_SIZE; }
int Fifo_Update(int ticks) { const SConfig& param = SConfig::GetInstance(); if (ticks == 0) { FlushGpu(); return param.iSyncGpuMaxDistance; } // GPU is sleeping, so no need for synchronization if (s_gpu_mainloop.IsDone() || g_use_deterministic_gpu_thread) { if (s_sync_ticks.load() < 0) { int old = s_sync_ticks.fetch_add(ticks); if (old < param.iSyncGpuMinDistance && old + ticks >= param.iSyncGpuMinDistance) RunGpu(); } return param.iSyncGpuMaxDistance; } int old = s_sync_ticks.fetch_add(ticks); if (old < param.iSyncGpuMinDistance && old + ticks >= param.iSyncGpuMinDistance) RunGpu(); if (s_sync_ticks.load() >= param.iSyncGpuMaxDistance) { while (s_sync_ticks.load() > 0) { s_sync_wakeup_event.Wait(); } } return param.iSyncGpuMaxDistance - s_sync_ticks.load(); }