Change shader cache init wait method (#6131)
* Change shader cache init wait method * Make field readonly
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@ -57,9 +57,6 @@ namespace ARMeilleure.Translation
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private Thread[] _backgroundTranslationThreads;
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private volatile int _threadCount;
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// FIXME: Remove this once the init logic of the emulator will be redone.
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public static readonly ManualResetEvent IsReadyForTranslation = new(false);
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public Translator(IJitMemoryAllocator allocator, IMemoryManager memory, bool for64Bits)
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{
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_allocator = allocator;
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@ -100,8 +97,6 @@ namespace ARMeilleure.Translation
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{
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if (Interlocked.Increment(ref _threadCount) == 1)
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{
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IsReadyForTranslation.WaitOne();
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if (_ptc.State == PtcState.Enabled)
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{
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Debug.Assert(Functions.Count == 0);
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@ -1,4 +1,3 @@
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using ARMeilleure.Translation;
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using Avalonia;
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using Avalonia.Controls;
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using Avalonia.Controls.ApplicationLifetimes;
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@ -916,7 +915,6 @@ namespace Ryujinx.Ava
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{
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Device.Gpu.SetGpuThread();
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Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
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Translator.IsReadyForTranslation.Set();
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_renderer.Window.ChangeVSyncMode(Device.EnableDeviceVsync);
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@ -106,6 +106,8 @@ namespace Ryujinx.Graphics.Gpu
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private long _modifiedSequence;
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private readonly ulong _firstTimestamp;
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private readonly ManualResetEvent _gpuReadyEvent;
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/// <summary>
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/// Creates a new instance of the GPU emulation context.
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/// </summary>
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@ -121,6 +123,7 @@ namespace Ryujinx.Graphics.Gpu
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Window = new Window(this);
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HostInitalized = new ManualResetEvent(false);
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_gpuReadyEvent = new ManualResetEvent(false);
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SyncActions = new List<ISyncActionHandler>();
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SyncpointActions = new List<ISyncActionHandler>();
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@ -216,7 +219,7 @@ namespace Ryujinx.Graphics.Gpu
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/// Gets a sequence number for resource modification ordering. This increments on each call.
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/// </summary>
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/// <returns>A sequence number for resource modification ordering</returns>
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public long GetModifiedSequence()
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internal long GetModifiedSequence()
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{
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return _modifiedSequence++;
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}
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@ -225,7 +228,7 @@ namespace Ryujinx.Graphics.Gpu
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/// Gets the value of the GPU timer.
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/// </summary>
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/// <returns>The current GPU timestamp</returns>
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public ulong GetTimestamp()
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internal ulong GetTimestamp()
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{
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// Guest timestamp will start at 0, instead of host value.
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ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds) - _firstTimestamp;
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@ -262,6 +265,16 @@ namespace Ryujinx.Graphics.Gpu
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{
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physicalMemory.ShaderCache.Initialize(cancellationToken);
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}
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_gpuReadyEvent.Set();
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}
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/// <summary>
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/// Waits until the GPU is ready to receive commands.
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/// </summary>
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public void WaitUntilGpuReady()
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{
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_gpuReadyEvent.WaitOne();
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}
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/// <summary>
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@ -399,6 +412,7 @@ namespace Ryujinx.Graphics.Gpu
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{
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GPFifo.Dispose();
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HostInitalized.Dispose();
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_gpuReadyEvent.Dispose();
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// Has to be disposed before processing deferred actions, as it will produce some.
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foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
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@ -161,7 +161,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_graphicsShaderCache,
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_computeShaderCache,
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_diskCacheHostStorage,
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ShaderCacheStateUpdate, cancellationToken);
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ShaderCacheStateUpdate,
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cancellationToken);
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loader.LoadShaders();
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@ -57,6 +57,8 @@ namespace Ryujinx.HLE.HOS
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public void Execute(IExecutionContext context, ulong codeAddress)
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{
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// We must wait until shader cache is loaded, among other things, before executing CPU code.
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_gpuContext.WaitUntilGpuReady();
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_cpuContext.Execute(context, codeAddress);
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}
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@ -1,4 +1,3 @@
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using ARMeilleure.Translation;
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using CommandLine;
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using LibHac.Tools.FsSystem;
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using Ryujinx.Audio.Backends.SDL2;
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@ -710,9 +709,6 @@ namespace Ryujinx.Headless.SDL2
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}
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SetupProgressHandler();
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Translator.IsReadyForTranslation.Reset();
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ExecutionEntrypoint();
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return true;
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@ -1,4 +1,3 @@
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using ARMeilleure.Translation;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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@ -276,7 +275,6 @@ namespace Ryujinx.Headless.SDL2
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{
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Device.Gpu.SetGpuThread();
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Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
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Translator.IsReadyForTranslation.Set();
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while (_isActive)
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{
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@ -61,7 +61,6 @@ namespace Ryujinx.Tests.Cpu
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_memory.Map(DataBaseAddress, Size, Size, MemoryMapFlags.Private);
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_context = CpuContext.CreateExecutionContext();
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Translator.IsReadyForTranslation.Set();
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_cpuContext = new CpuContext(_memory, for64Bit: true);
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@ -56,7 +56,6 @@ namespace Ryujinx.Tests.Cpu
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_context = CpuContext.CreateExecutionContext();
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_context.IsAarch32 = true;
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Translator.IsReadyForTranslation.Set();
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_cpuContext = new CpuContext(_memory, for64Bit: false);
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@ -1,4 +1,3 @@
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using ARMeilleure.Translation;
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using Gtk;
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using LibHac.Common;
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using LibHac.Common.Keys;
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@ -931,8 +930,6 @@ namespace Ryujinx.Ui
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_deviceExitStatus.Reset();
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Translator.IsReadyForTranslation.Reset();
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Thread windowThread = new(CreateGameWindow)
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{
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Name = "GUI.WindowThread",
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@ -1,4 +1,3 @@
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using ARMeilleure.Translation;
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using Gdk;
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using Gtk;
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using Ryujinx.Common;
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@ -450,7 +449,6 @@ namespace Ryujinx.Ui
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{
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Device.Gpu.SetGpuThread();
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Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
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Translator.IsReadyForTranslation.Set();
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Renderer.Window.ChangeVSyncMode(Device.EnableDeviceVsync);
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