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https://github.com/skyline-emu/skyline.git
synced 2024-12-28 22:25:30 +03:00
Keep shader trap lock held for the duration of an execution
Avoids constant relocking on the GPFIFO thread (~0.5% of total time)
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314a9bccbc
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@ -236,7 +236,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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return;
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}
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auto [blockMapping, blockOffset]{ctx.channelCtx.asCtx->gmmu.LookupBlock(engine->programRegion + engine->pipeline.programOffset)};
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auto[blockMapping, blockOffset]{ctx.channelCtx.asCtx->gmmu.LookupBlock(engine->programRegion + engine->pipeline.programOffset)};
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// Skip looking up the mirror if it is the same as the one used for the previous update
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if (!mirrorBlock.valid() || !mirrorBlock.contains(blockMapping)) {
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@ -246,8 +246,13 @@ namespace skyline::gpu::interconnect::maxwell3d {
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auto newIt{mirrorMap.emplace(blockMapping.data(), std::make_unique<MirrorEntry>(ctx.memory.CreateMirror(blockMapping)))};
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// We need to create the trap after allocating the entry so that we have an `invalid` pointer we can pass in
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auto trapHandle{ctx.nce.CreateTrap(blockMapping, [](){}, [](){ return true; }, [dirty = &newIt.first->second->dirty, mutex = &trapMutex](){
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std::scoped_lock lock{*mutex}; // Don't use lock callback here since we need trapMutex to be always locked on accesses to prevent UAFs
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auto trapHandle{ctx.nce.CreateTrap(blockMapping, [mutex = &trapMutex]() {
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std::scoped_lock lock{*mutex};
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return;
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}, []() { return true; }, [dirty = &newIt.first->second->dirty, mutex = &trapMutex]() {
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std::unique_lock lock{*mutex, std::try_to_lock};
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if (!lock)
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return false;
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*dirty = true;
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return true;
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})};
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@ -264,6 +269,9 @@ namespace skyline::gpu::interconnect::maxwell3d {
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mirrorBlock = blockMapping;
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}
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if (!trapExecutionLock)
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trapExecutionLock.emplace(trapMutex);
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// If the mirror entry has been written to, clear its shader binary cache and retrap to catch any future writes
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if (entry->dirty) {
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entry->cache.clear();
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@ -300,15 +308,20 @@ namespace skyline::gpu::interconnect::maxwell3d {
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entry->cache.insert({blockMapping.data() + blockOffset, CacheEntry{binary, hash}});
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}
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// TODO: this needs to be checked every draw irresspective of pipeline dirtiness
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bool PipelineStageState::Refresh(InterconnectContext &ctx) {
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std::scoped_lock lock{trapMutex};
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if (!trapExecutionLock)
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trapExecutionLock.emplace(trapMutex);
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if (entry && entry->dirty)
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return true;
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return false;
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}
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void PipelineStageState::PurgeCaches() {
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trapExecutionLock.reset();
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}
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PipelineStageState::~PipelineStageState() {
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std::scoped_lock lock{trapMutex};
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//for (const auto &mirror : mirrorMap)
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@ -575,6 +588,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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void PipelineState::PurgeCaches() {
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pipeline = nullptr;
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for (auto &stage : pipelineStages)
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stage.MarkDirty(true);
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}
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std::shared_ptr<TextureView> PipelineState::GetColorRenderTargetForClear(InterconnectContext &ctx, size_t index) {
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@ -55,7 +55,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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void Flush(InterconnectContext &ctx, PackedPipelineState &packedState);
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};
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class PipelineStageState : dirty::RefreshableManualDirty {
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class PipelineStageState : dirty::RefreshableManualDirty, dirty::CachedManualDirty {
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public:
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struct EngineRegisters {
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const engine::Pipeline &pipeline;
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@ -80,6 +80,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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tsl::robin_map<u8 *, CacheEntry> cache;
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std::optional<nce::NCE::TrapHandle> trap;
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bool dirty{};
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MirrorEntry(span<u8> alignedMirror) : mirror{alignedMirror} {}
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};
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@ -87,7 +88,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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engine::Pipeline::Shader::Type shaderType;
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tsl::robin_map<u8 *, std::unique_ptr<MirrorEntry>> mirrorMap;
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SpinLock trapMutex; //!< Protects accesses from trap handlers to the mirror map
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std::mutex trapMutex; //!< Protects accesses from trap handlers to the mirror map
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std::optional<std::scoped_lock<std::mutex>> trapExecutionLock;
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MirrorEntry *entry{};
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span<u8> mirrorBlock{}; //!< Guest mapped memory block corresponding to `entry`
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@ -102,6 +104,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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void Flush(InterconnectContext &ctx);
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bool Refresh(InterconnectContext &ctx);
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void PurgeCaches();
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};
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class VertexInputState : dirty::ManualDirty {
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