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authorMarkus Wick <markus@selfnet.de>2019-12-30 13:03:20 +0100
committerMarkus Wick <markus@selfnet.de>2019-12-30 13:04:53 +0100
commitcb9dd01ffd3f54f5592330e3a37e2b26975bf209 (patch)
treedc41e5bea7e4844fceebbbb2d7481eb026bfcfd9 /src/video_core/gpu.cpp
parentf846e3d6d0e973485a53bb87b913059060dcfdbc (diff)
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.
Diffstat (limited to 'src/video_core/gpu.cpp')
-rw-r--r--src/video_core/gpu.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/video_core/gpu.cpp b/src/video_core/gpu.cpp
index 095660115f..b9c5c41a2a 100644
--- a/src/video_core/gpu.cpp
+++ b/src/video_core/gpu.cpp
@@ -66,19 +66,20 @@ const DmaPusher& GPU::DmaPusher() const {
return *dma_pusher;
}
-void GPU::WaitFence(u32 syncpoint_id, u32 value) const {
+void GPU::WaitFence(u32 syncpoint_id, u32 value) {
// Synced GPU, is always in sync
if (!is_async) {
return;
}
MICROPROFILE_SCOPE(GPU_wait);
- while (syncpoints[syncpoint_id].load(std::memory_order_relaxed) < value) {
- }
+ std::unique_lock lock{sync_mutex};
+ sync_cv.wait(lock, [=]() { return syncpoints[syncpoint_id].load() >= value; });
}
void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
syncpoints[syncpoint_id]++;
std::lock_guard lock{sync_mutex};
+ sync_cv.notify_all();
if (!syncpt_interrupts[syncpoint_id].empty()) {
u32 value = syncpoints[syncpoint_id].load();
auto it = syncpt_interrupts[syncpoint_id].begin();