dolphin/Source/Core/VideoCommon/Fifo.cpp
Techjar 797d0b7b1b VI: Implement post-scanout XFB output
This adds about a frame of latency, and since most games don't change
VI registers during scanout, we can get away with outputting the XFB at
the start of scanout. WWE Crush Hour is the (only currently known)
exception, which has flickering problems when doing it this way.

This adds a path to perform the output at the end of scanout, and gates
it behind an option which defaults to using the latency-reducing
pre-scanout path.
2021-08-03 23:37:50 -04:00

611 lines
19 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Fifo.h"
#include <atomic>
#include <cstring>
#include "Common/Assert.h"
#include "Common/BlockingLoop.h"
#include "Common/ChunkFile.h"
#include "Common/Event.h"
#include "Common/FPURoundMode.h"
#include "Common/MemoryUtil.h"
#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "Core/CoreTiming.h"
#include "Core/HW/Memmap.h"
#include "Core/Host.h"
#include "VideoCommon/AsyncRequests.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/DataReader.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoBackendBase.h"
namespace Fifo
{
static constexpr u32 FIFO_SIZE = 2 * 1024 * 1024;
static constexpr int GPU_TIME_SLOT_SIZE = 1000;
static Common::BlockingLoop s_gpu_mainloop;
static Common::Flag s_emu_running_state;
// Most of this array is unlikely to be faulted in...
static u8 s_fifo_aux_data[FIFO_SIZE];
static u8* s_fifo_aux_write_ptr;
static u8* s_fifo_aux_read_ptr;
// This could be in SConfig, but it depends on multiple settings
// and can change at runtime.
static bool s_use_deterministic_gpu_thread;
static CoreTiming::EventType* s_event_sync_gpu;
// STATE_TO_SAVE
static u8* s_video_buffer;
static u8* s_video_buffer_read_ptr;
static std::atomic<u8*> s_video_buffer_write_ptr;
static std::atomic<u8*> s_video_buffer_seen_ptr;
static u8* s_video_buffer_pp_read_ptr;
// The read_ptr is always owned by the GPU thread. In normal mode, so is the
// write_ptr, despite it being atomic. In deterministic GPU thread mode,
// things get a bit more complicated:
// - The seen_ptr is written by the GPU thread, and points to what it's already
// processed as much of as possible - in the case of a partial command which
// caused it to stop, not the same as the read ptr. It's written by the GPU,
// under the lock, and updating the cond.
// - The write_ptr is written by the CPU thread after it copies data from the
// FIFO. Maybe someday it will be under the lock. For now, because RunGpuLoop
// polls, it's just atomic.
// - The pp_read_ptr is the CPU preprocessing version of the read_ptr.
static std::atomic<int> s_sync_ticks;
static bool s_syncing_suspended;
static Common::Event s_sync_wakeup_event;
void DoState(PointerWrap& p)
{
p.DoArray(s_video_buffer, FIFO_SIZE);
u8* write_ptr = s_video_buffer_write_ptr;
p.DoPointer(write_ptr, s_video_buffer);
s_video_buffer_write_ptr = write_ptr;
p.DoPointer(s_video_buffer_read_ptr, s_video_buffer);
if (p.mode == PointerWrap::MODE_READ && s_use_deterministic_gpu_thread)
{
// We're good and paused, right?
s_video_buffer_seen_ptr = s_video_buffer_pp_read_ptr = s_video_buffer_read_ptr;
}
p.Do(s_sync_ticks);
p.Do(s_syncing_suspended);
}
void PauseAndLock(bool doLock, bool unpauseOnUnlock)
{
if (doLock)
{
SyncGPU(SyncGPUReason::Other);
EmulatorState(false);
const SConfig& param = SConfig::GetInstance();
if (!param.bCPUThread || s_use_deterministic_gpu_thread)
return;
s_gpu_mainloop.WaitYield(std::chrono::milliseconds(100), Host_YieldToUI);
}
else
{
if (unpauseOnUnlock)
EmulatorState(true);
}
}
void Init()
{
// Padded so that SIMD overreads in the vertex loader are safe
s_video_buffer = static_cast<u8*>(Common::AllocateMemoryPages(FIFO_SIZE + 4));
ResetVideoBuffer();
if (SConfig::GetInstance().bCPUThread)
s_gpu_mainloop.Prepare();
s_sync_ticks.store(0);
}
void Shutdown()
{
if (s_gpu_mainloop.IsRunning())
PanicAlertFmt("FIFO shutting down while active");
Common::FreeMemoryPages(s_video_buffer, FIFO_SIZE + 4);
s_video_buffer = nullptr;
s_video_buffer_write_ptr = nullptr;
s_video_buffer_pp_read_ptr = nullptr;
s_video_buffer_read_ptr = nullptr;
s_video_buffer_seen_ptr = nullptr;
s_fifo_aux_write_ptr = nullptr;
s_fifo_aux_read_ptr = nullptr;
}
// May be executed from any thread, even the graphics thread.
// Created to allow for self shutdown.
void ExitGpuLoop()
{
// This should break the wait loop in CPU thread
CommandProcessor::fifo.bFF_GPReadEnable.store(0, std::memory_order_relaxed);
FlushGpu();
// Terminate GPU thread loop
s_emu_running_state.Set();
s_gpu_mainloop.Stop(s_gpu_mainloop.kNonBlock);
}
void EmulatorState(bool running)
{
s_emu_running_state.Set(running);
if (running)
s_gpu_mainloop.Wakeup();
else
s_gpu_mainloop.AllowSleep();
}
void SyncGPU(SyncGPUReason reason, bool may_move_read_ptr)
{
if (s_use_deterministic_gpu_thread)
{
s_gpu_mainloop.Wait();
if (!s_gpu_mainloop.IsRunning())
return;
// Opportunistically reset FIFOs so we don't wrap around.
if (may_move_read_ptr && s_fifo_aux_write_ptr != s_fifo_aux_read_ptr)
{
PanicAlertFmt("Aux FIFO not synced ({}, {})", fmt::ptr(s_fifo_aux_write_ptr),
fmt::ptr(s_fifo_aux_read_ptr));
}
memmove(s_fifo_aux_data, s_fifo_aux_read_ptr, s_fifo_aux_write_ptr - s_fifo_aux_read_ptr);
s_fifo_aux_write_ptr -= (s_fifo_aux_read_ptr - s_fifo_aux_data);
s_fifo_aux_read_ptr = s_fifo_aux_data;
if (may_move_read_ptr)
{
u8* write_ptr = s_video_buffer_write_ptr;
// what's left over in the buffer
size_t size = write_ptr - s_video_buffer_pp_read_ptr;
memmove(s_video_buffer, s_video_buffer_pp_read_ptr, size);
// This change always decreases the pointers. We write seen_ptr
// after write_ptr here, and read it before in RunGpuLoop, so
// 'write_ptr > seen_ptr' there cannot become spuriously true.
s_video_buffer_write_ptr = write_ptr = s_video_buffer + size;
s_video_buffer_pp_read_ptr = s_video_buffer;
s_video_buffer_read_ptr = s_video_buffer;
s_video_buffer_seen_ptr = write_ptr;
}
}
}
void PushFifoAuxBuffer(const void* ptr, size_t size)
{
if (size > (size_t)(s_fifo_aux_data + FIFO_SIZE - s_fifo_aux_write_ptr))
{
SyncGPU(SyncGPUReason::AuxSpace, /* may_move_read_ptr */ false);
if (!s_gpu_mainloop.IsRunning())
{
// GPU is shutting down
return;
}
if (size > (size_t)(s_fifo_aux_data + FIFO_SIZE - s_fifo_aux_write_ptr))
{
// That will sync us up to the last 32 bytes, so this short region
// of FIFO would have to point to a 2MB display list or something.
PanicAlertFmt("Absurdly large aux buffer");
return;
}
}
memcpy(s_fifo_aux_write_ptr, ptr, size);
s_fifo_aux_write_ptr += size;
}
void* PopFifoAuxBuffer(size_t size)
{
void* ret = s_fifo_aux_read_ptr;
s_fifo_aux_read_ptr += size;
return ret;
}
// Description: RunGpuLoop() sends data through this function.
static void ReadDataFromFifo(u32 readPtr)
{
constexpr size_t len = 32;
if (len > static_cast<size_t>(s_video_buffer + FIFO_SIZE - s_video_buffer_write_ptr))
{
const size_t existing_len = s_video_buffer_write_ptr - s_video_buffer_read_ptr;
if (len > static_cast<size_t>(FIFO_SIZE - existing_len))
{
PanicAlertFmt("FIFO out of bounds (existing {} + new {} > {})", existing_len, len, FIFO_SIZE);
return;
}
memmove(s_video_buffer, s_video_buffer_read_ptr, existing_len);
s_video_buffer_write_ptr = s_video_buffer + existing_len;
s_video_buffer_read_ptr = s_video_buffer;
}
// Copy new video instructions to s_video_buffer for future use in rendering the new picture
Memory::CopyFromEmu(s_video_buffer_write_ptr, readPtr, len);
s_video_buffer_write_ptr += len;
}
// The deterministic_gpu_thread version.
static void ReadDataFromFifoOnCPU(u32 readPtr)
{
constexpr size_t len = 32;
u8* write_ptr = s_video_buffer_write_ptr;
if (len > static_cast<size_t>(s_video_buffer + FIFO_SIZE - write_ptr))
{
// We can't wrap around while the GPU is working on the data.
// This should be very rare due to the reset in SyncGPU.
SyncGPU(SyncGPUReason::Wraparound);
if (!s_gpu_mainloop.IsRunning())
{
// GPU is shutting down, so the next asserts may fail
return;
}
if (s_video_buffer_pp_read_ptr != s_video_buffer_read_ptr)
{
PanicAlertFmt("Desynced read pointers");
return;
}
write_ptr = s_video_buffer_write_ptr;
const size_t existing_len = write_ptr - s_video_buffer_pp_read_ptr;
if (len > static_cast<size_t>(FIFO_SIZE - existing_len))
{
PanicAlertFmt("FIFO out of bounds (existing {} + new {} > {})", existing_len, len, FIFO_SIZE);
return;
}
}
Memory::CopyFromEmu(s_video_buffer_write_ptr, readPtr, len);
s_video_buffer_pp_read_ptr = OpcodeDecoder::Run<true>(
DataReader(s_video_buffer_pp_read_ptr, write_ptr + len), nullptr, false);
// This would have to be locked if the GPU thread didn't spin.
s_video_buffer_write_ptr = write_ptr + len;
}
void ResetVideoBuffer()
{
s_video_buffer_read_ptr = s_video_buffer;
s_video_buffer_write_ptr = s_video_buffer;
s_video_buffer_seen_ptr = s_video_buffer;
s_video_buffer_pp_read_ptr = s_video_buffer;
s_fifo_aux_write_ptr = s_fifo_aux_data;
s_fifo_aux_read_ptr = s_fifo_aux_data;
}
// Description: Main FIFO update loop
// Purpose: Keep the Core HW updated about the CPU-GPU distance
void RunGpuLoop()
{
AsyncRequests::GetInstance()->SetEnable(true);
AsyncRequests::GetInstance()->SetPassthrough(false);
const SConfig& param = SConfig::GetInstance();
s_gpu_mainloop.Run(
[&param] {
// Run events from the CPU thread.
AsyncRequests::GetInstance()->PullEvents();
// Do nothing while paused
if (!s_emu_running_state.IsSet())
return;
if (s_use_deterministic_gpu_thread)
{
// All the fifo/CP stuff is on the CPU. We just need to run the opcode decoder.
u8* seen_ptr = s_video_buffer_seen_ptr;
u8* write_ptr = s_video_buffer_write_ptr;
// See comment in SyncGPU
if (write_ptr > seen_ptr)
{
s_video_buffer_read_ptr =
OpcodeDecoder::Run(DataReader(s_video_buffer_read_ptr, write_ptr), nullptr, false);
s_video_buffer_seen_ptr = write_ptr;
}
}
else
{
CommandProcessor::SCPFifoStruct& fifo = CommandProcessor::fifo;
CommandProcessor::SetCPStatusFromGPU();
// check if we are able to run this buffer
while (!CommandProcessor::IsInterruptWaiting() &&
fifo.bFF_GPReadEnable.load(std::memory_order_relaxed) &&
fifo.CPReadWriteDistance.load(std::memory_order_relaxed) && !AtBreakpoint())
{
if (param.bSyncGPU && s_sync_ticks.load() < param.iSyncGpuMinDistance)
break;
u32 cyclesExecuted = 0;
u32 readPtr = fifo.CPReadPointer.load(std::memory_order_relaxed);
ReadDataFromFifo(readPtr);
if (readPtr == fifo.CPEnd.load(std::memory_order_relaxed))
readPtr = fifo.CPBase.load(std::memory_order_relaxed);
else
readPtr += 32;
ASSERT_MSG(COMMANDPROCESSOR,
(s32)fifo.CPReadWriteDistance.load(std::memory_order_relaxed) - 32 >= 0,
"Negative fifo.CPReadWriteDistance = %i in FIFO Loop !\nThat can produce "
"instability in the game. Please report it.",
fifo.CPReadWriteDistance.load(std::memory_order_relaxed) - 32);
u8* write_ptr = s_video_buffer_write_ptr;
s_video_buffer_read_ptr = OpcodeDecoder::Run(
DataReader(s_video_buffer_read_ptr, write_ptr), &cyclesExecuted, false);
fifo.CPReadPointer.store(readPtr, std::memory_order_relaxed);
fifo.CPReadWriteDistance.fetch_sub(32, std::memory_order_seq_cst);
if ((write_ptr - s_video_buffer_read_ptr) == 0)
{
fifo.SafeCPReadPointer.store(fifo.CPReadPointer.load(std::memory_order_relaxed),
std::memory_order_relaxed);
}
CommandProcessor::SetCPStatusFromGPU();
if (param.bSyncGPU)
{
cyclesExecuted = (int)(cyclesExecuted / param.fSyncGpuOverclock);
int old = s_sync_ticks.fetch_sub(cyclesExecuted);
if (old >= param.iSyncGpuMaxDistance &&
old - (int)cyclesExecuted < param.iSyncGpuMaxDistance)
s_sync_wakeup_event.Set();
}
// This call is pretty important in DualCore mode and must be called in the FIFO Loop.
// If we don't, s_swapRequested or s_efbAccessRequested won't be set to false
// leading the CPU thread to wait in Video_OutputXFB or Video_AccessEFB thus slowing
// things down.
AsyncRequests::GetInstance()->PullEvents();
}
// fast skip remaining GPU time if fifo is empty
if (s_sync_ticks.load() > 0)
{
int old = s_sync_ticks.exchange(0);
if (old >= param.iSyncGpuMaxDistance)
s_sync_wakeup_event.Set();
}
// The fifo is empty and it's unlikely we will get any more work in the near future.
// Make sure VertexManager finishes drawing any primitives it has stored in it's buffer.
g_vertex_manager->Flush();
}
},
100);
AsyncRequests::GetInstance()->SetEnable(false);
AsyncRequests::GetInstance()->SetPassthrough(true);
}
void FlushGpu()
{
const SConfig& param = SConfig::GetInstance();
if (!param.bCPUThread || s_use_deterministic_gpu_thread)
return;
s_gpu_mainloop.Wait();
}
void GpuMaySleep()
{
s_gpu_mainloop.AllowSleep();
}
bool AtBreakpoint()
{
CommandProcessor::SCPFifoStruct& fifo = CommandProcessor::fifo;
return fifo.bFF_BPEnable.load(std::memory_order_relaxed) &&
(fifo.CPReadPointer.load(std::memory_order_relaxed) ==
fifo.CPBreakpoint.load(std::memory_order_relaxed));
}
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);
}
}
}
static int RunGpuOnCpu(int ticks)
{
CommandProcessor::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.load(std::memory_order_relaxed) &&
fifo.CPReadWriteDistance.load(std::memory_order_relaxed) && !AtBreakpoint() &&
available_ticks >= 0)
{
if (s_use_deterministic_gpu_thread)
{
ReadDataFromFifoOnCPU(fifo.CPReadPointer.load(std::memory_order_relaxed));
s_gpu_mainloop.Wakeup();
}
else
{
if (!reset_simd_state)
{
FPURoundMode::SaveSIMDState();
FPURoundMode::LoadDefaultSIMDState();
reset_simd_state = true;
}
ReadDataFromFifo(fifo.CPReadPointer.load(std::memory_order_relaxed));
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.load(std::memory_order_relaxed) ==
fifo.CPEnd.load(std::memory_order_relaxed))
{
fifo.CPReadPointer.store(fifo.CPBase.load(std::memory_order_relaxed),
std::memory_order_relaxed);
}
else
{
fifo.CPReadPointer.fetch_add(32, std::memory_order_relaxed);
}
fifo.CPReadWriteDistance.fetch_sub(32, std::memory_order_relaxed);
}
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;
}
void UpdateWantDeterminism(bool want)
{
// We are paused (or not running at all yet), so
// it should be safe to change this.
const SConfig& param = SConfig::GetInstance();
bool gpu_thread = false;
switch (param.m_GPUDeterminismMode)
{
case GPUDeterminismMode::Auto:
gpu_thread = want;
break;
case GPUDeterminismMode::Disabled:
gpu_thread = false;
break;
case GPUDeterminismMode::FakeCompletion:
gpu_thread = true;
break;
}
gpu_thread = gpu_thread && param.bCPUThread;
if (s_use_deterministic_gpu_thread != gpu_thread)
{
s_use_deterministic_gpu_thread = gpu_thread;
if (gpu_thread)
{
// These haven't been updated in non-deterministic mode.
s_video_buffer_seen_ptr = s_video_buffer_pp_read_ptr = s_video_buffer_read_ptr;
CopyPreprocessCPStateFromMain();
VertexLoaderManager::MarkAllDirty();
}
}
}
bool UseDeterministicGPUThread()
{
return s_use_deterministic_gpu_thread;
}
/* 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;
}
static void SyncGPUCallback(u64 ticks, s64 cyclesLate)
{
ticks += cyclesLate;
int next = -1;
if (!SConfig::GetInstance().bCPUThread || s_use_deterministic_gpu_thread)
{
next = RunGpuOnCpu((int)ticks);
}
else if (SConfig::GetInstance().bSyncGPU)
{
next = WaitForGpuThread((int)ticks);
}
s_syncing_suspended = next < 0;
if (!s_syncing_suspended)
CoreTiming::ScheduleEvent(next, s_event_sync_gpu, next);
}
void SyncGPUForRegisterAccess()
{
SyncGPU(SyncGPUReason::Other);
if (!SConfig::GetInstance().bCPUThread || s_use_deterministic_gpu_thread)
RunGpuOnCpu(GPU_TIME_SLOT_SIZE);
else if (SConfig::GetInstance().bSyncGPU)
WaitForGpuThread(GPU_TIME_SLOT_SIZE);
}
// Initialize GPU - CPU thread syncing, this gives us a deterministic way to start the GPU thread.
void Prepare()
{
s_event_sync_gpu = CoreTiming::RegisterEvent("SyncGPUCallback", SyncGPUCallback);
s_syncing_suspended = true;
}
} // namespace Fifo