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video_core/gpu_thread: Keep the write lock for allocating the fence.
Else the fence might get submited out-of-order into the queue, which makes testing them pointless. Overhead should be tiny as the mutex is just moved from the queue to the writing code.
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2 changed files with 4 additions and 1 deletions
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@ -151,11 +151,13 @@ void ThreadManager::OnCommandListEnd() {
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}
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}
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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u64 ThreadManager::PushCommand(CommandData&& command_data) {
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std::unique_lock lk(state.write_lock);
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const u64 fence{++state.last_fence};
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const u64 fence{++state.last_fence};
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state.queue.Push(CommandDataContainer(std::move(command_data), fence));
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state.queue.Push(CommandDataContainer(std::move(command_data), fence));
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if (!is_async) {
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if (!is_async) {
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// In synchronous GPU mode, block the caller until the command has executed
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// In synchronous GPU mode, block the caller until the command has executed
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lk.unlock();
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WaitIdle();
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WaitIdle();
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}
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}
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@ -101,7 +101,8 @@ struct CommandDataContainer {
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struct SynchState final {
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struct SynchState final {
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std::atomic_bool is_running{true};
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std::atomic_bool is_running{true};
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using CommandQueue = Common::MPSCQueue<CommandDataContainer>;
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using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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std::mutex write_lock;
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CommandQueue queue;
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CommandQueue queue;
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u64 last_fence{};
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u64 last_fence{};
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std::atomic<u64> signaled_fence{};
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std::atomic<u64> signaled_fence{};
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