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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2020-04-22 17:14:40 +0200 |
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committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2020-04-22 17:36:27 +0200 |
commit | 4e37f1b1130b083b42f21029155e5a2e4e9a9eb3 (patch) | |
tree | 751ecd6d575de14bb9b7bf5a9bc0e2e28c9fa1e3 /src/video_core/fence_manager.h | |
parent | Async GPU: Correct flushing behavior to be similar to old async GPU behavior. (diff) | |
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Diffstat (limited to 'src/video_core/fence_manager.h')
-rw-r--r-- | src/video_core/fence_manager.h | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/video_core/fence_manager.h b/src/video_core/fence_manager.h index 9fe9c1bf2..dabd1588c 100644 --- a/src/video_core/fence_manager.h +++ b/src/video_core/fence_manager.h @@ -54,7 +54,7 @@ class FenceManager { public: void SignalSemaphore(GPUVAddr addr, u32 value) { TryReleasePendingFences(); - bool should_flush = ShouldFlush(); + const bool should_flush = ShouldFlush(); CommitAsyncFlushes(); TFence new_fence = CreateFence(addr, value, !should_flush); fences.push(new_fence); @@ -67,7 +67,7 @@ public: void SignalSyncPoint(u32 value) { TryReleasePendingFences(); - bool should_flush = ShouldFlush(); + const bool should_flush = ShouldFlush(); CommitAsyncFlushes(); TFence new_fence = CreateFence(value, !should_flush); fences.push(new_fence); @@ -79,15 +79,15 @@ public: } void WaitPendingFences() { + auto& gpu{system.GPU()}; + auto& memory_manager{gpu.MemoryManager()}; while (!fences.empty()) { TFence& current_fence = fences.front(); if (ShouldWait()) { WaitFence(current_fence); } PopAsyncFlushes(); - auto& gpu{system.GPU()}; if (current_fence->IsSemaphore()) { - auto& memory_manager{gpu.MemoryManager()}; memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload()); } else { gpu.IncrementSyncPoint(current_fence->GetPayload()); @@ -125,15 +125,15 @@ protected: private: void TryReleasePendingFences() { + auto& gpu{system.GPU()}; + auto& memory_manager{gpu.MemoryManager()}; while (!fences.empty()) { TFence& current_fence = fences.front(); if (ShouldWait() && !IsFenceSignaled(current_fence)) { return; } PopAsyncFlushes(); - auto& gpu{system.GPU()}; if (current_fence->IsSemaphore()) { - auto& memory_manager{gpu.MemoryManager()}; memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload()); } else { gpu.IncrementSyncPoint(current_fence->GetPayload()); |