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video_core: Block in WaitFence.
This function is called rarely and blocks quite often for a long time. So don't waste power and let the CPU sleep. This might also increase the performance as the other cores might be allowed to clock higher.
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3 changed files with 9 additions and 5 deletions
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@ -192,7 +192,7 @@ void NVFlinger::Compose() {
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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const auto& gpu = system.GPU();
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auto& gpu = system.GPU();
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const auto& multi_fence = buffer->get().multi_fence;
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for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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const auto& fence = multi_fence.fences[fence_id];
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@ -66,19 +66,20 @@ const DmaPusher& GPU::DmaPusher() const {
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return *dma_pusher;
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}
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void GPU::WaitFence(u32 syncpoint_id, u32 value) const {
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void GPU::WaitFence(u32 syncpoint_id, u32 value) {
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// Synced GPU, is always in sync
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if (!is_async) {
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return;
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}
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MICROPROFILE_SCOPE(GPU_wait);
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while (syncpoints[syncpoint_id].load(std::memory_order_relaxed) < value) {
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}
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std::unique_lock lock{sync_mutex};
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sync_cv.wait(lock, [=]() { return syncpoints[syncpoint_id].load() >= value; });
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}
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void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
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syncpoints[syncpoint_id]++;
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std::lock_guard lock{sync_mutex};
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sync_cv.notify_all();
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if (!syncpt_interrupts[syncpoint_id].empty()) {
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u32 value = syncpoints[syncpoint_id].load();
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auto it = syncpt_interrupts[syncpoint_id].begin();
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@ -6,6 +6,7 @@
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#include <array>
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#include <atomic>
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#include <condition_variable>
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#include <list>
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#include <memory>
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#include <mutex>
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@ -181,7 +182,7 @@ public:
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virtual void WaitIdle() const = 0;
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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void WaitFence(u32 syncpoint_id, u32 value) const;
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void WaitFence(u32 syncpoint_id, u32 value);
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void IncrementSyncPoint(u32 syncpoint_id);
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@ -312,6 +313,8 @@ private:
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std::mutex sync_mutex;
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std::condition_variable sync_cv;
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const bool is_async;
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};
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