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da53bcee60
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "core/hardware_interrupt_manager.h"
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#include "video_core/gpu_asynch.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon {
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GPUAsynch::GPUAsynch(Core::System& system) : GPU{system, true}, gpu_thread{system} {}
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GPUAsynch::~GPUAsynch() = default;
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void GPUAsynch::Start() {
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gpu_thread.StartThread(*renderer, renderer->Context(), *dma_pusher);
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cpu_context = renderer->GetRenderWindow().CreateSharedContext();
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cpu_context->MakeCurrent();
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}
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void GPUAsynch::ObtainContext() {
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cpu_context->MakeCurrent();
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}
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void GPUAsynch::ReleaseContext() {
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cpu_context->DoneCurrent();
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}
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void GPUAsynch::PushGPUEntries(Tegra::CommandList&& entries) {
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gpu_thread.SubmitList(std::move(entries));
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}
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void GPUAsynch::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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gpu_thread.SwapBuffers(framebuffer);
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}
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void GPUAsynch::FlushRegion(VAddr addr, u64 size) {
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gpu_thread.FlushRegion(addr, size);
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}
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void GPUAsynch::InvalidateRegion(VAddr addr, u64 size) {
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gpu_thread.InvalidateRegion(addr, size);
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}
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void GPUAsynch::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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gpu_thread.FlushAndInvalidateRegion(addr, size);
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}
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void GPUAsynch::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
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auto& interrupt_manager = system.InterruptManager();
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interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
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}
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void GPUAsynch::WaitIdle() const {
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gpu_thread.WaitIdle();
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}
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void GPUAsynch::OnCommandListEnd() {
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gpu_thread.OnCommandListEnd();
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}
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} // namespace VideoCommon
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