NVFlinger: Correct GCC compile error
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0335a25d1f
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@ -174,6 +174,7 @@ u32 nvhost_ctrl::IocCtrlEventSignal(const std::vector<u8>& input, std::vector<u8
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if (gpu.CancelSyncptInterrupt(events_interface.assigned_syncpt[event_id],
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events_interface.assigned_value[event_id])) {
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events_interface.LiberateEvent(event_id);
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events_interface.events[event_id].writable->Signal();
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}
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}
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return NvResult::Success;
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@ -122,9 +122,9 @@ u32 nvhost_gpu::AllocGPFIFOEx2(const std::vector<u8>& input, std::vector<u8>& ou
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params.unk3);
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auto& gpu = system.GPU();
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params.fence_out.id = channels;
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params.fence_out.value = gpu.GetSyncpointValue(channels);
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channels++;
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params.fence_out.id = assigned_syncpoints;
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params.fence_out.value = gpu.GetSyncpointValue(assigned_syncpoints);
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assigned_syncpoints++;
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std::memcpy(output.data(), ¶ms, output.size());
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return 0;
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}
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@ -169,8 +169,6 @@ u32 nvhost_gpu::SubmitGPFIFO(const std::vector<u8>& input, std::vector<u8>& outp
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}
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gpu.PushGPUEntries(std::move(entries));
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// TODO(Blinkhawk): Figure how thoios fence is set
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// params.fence_out.value = 0;
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std::memcpy(output.data(), ¶ms, sizeof(IoctlSubmitGpfifo));
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return 0;
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}
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@ -191,7 +191,7 @@ private:
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u32 ChannelSetTimeout(const std::vector<u8>& input, std::vector<u8>& output);
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std::shared_ptr<nvmap> nvmap_dev;
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u32 channels{};
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u32 assigned_syncpoints{};
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};
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} // namespace Service::Nvidia::Devices
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@ -57,8 +57,8 @@ void NVDRV::Ioctl(Kernel::HLERequestContext& ctx) {
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ctrl.fresh_call = false;
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ctx.SleepClientThread(
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"NVServices::DelayedResponse", ctrl.timeout,
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[this, ctrl = ctrl](Kernel::SharedPtr<Kernel::Thread> thread, Kernel::HLERequestContext& ctx,
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Kernel::ThreadWakeupReason reason) {
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[this, ctrl = ctrl](Kernel::SharedPtr<Kernel::Thread> thread,
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Kernel::HLERequestContext& ctx, Kernel::ThreadWakeupReason reason) {
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IPC::RequestParser rp{ctx};
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u32 fd = rp.Pop<u32>();
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u32 command = rp.Pop<u32>();
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@ -4,9 +4,9 @@
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#pragma once
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#include <list>
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#include <optional>
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#include <vector>
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#include <list>
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#include "common/common_funcs.h"
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#include "common/math_util.h"
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@ -39,11 +39,11 @@ NVFlinger::NVFlinger(Core::Timing::CoreTiming& core_timing) : core_timing{core_t
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// Schedule the screen composition events
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// const auto ticks = Settings::values.force_30fps_mode ? frame_ticks_30fps : frame_ticks;
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composition_event = core_timing.RegisterEvent(
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"ScreenComposition", [this](u64 userdata, s64 cycles_late) {
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composition_event = core_timing.RegisterEvent("ScreenComposition", [this](u64 userdata,
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s64 cycles_late) {
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Compose();
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const auto ticks = Settings::values.force_30fps_mode ? frame_ticks_30fps : GetNextTicks();
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this->core_timing.ScheduleEvent(std::max(0LL,ticks - cycles_late), composition_event);
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this->core_timing.ScheduleEvent(std::max<s64>(0LL, ticks - cycles_late), composition_event);
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});
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core_timing.ScheduleEvent(frame_ticks, composition_event);
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@ -69,7 +69,7 @@ const DmaPusher& GPU::DmaPusher() const {
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void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
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syncpoints[syncpoint_id]++;
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sync_mutex.lock();
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std::lock_guard lock{sync_mutex};
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if (!syncpt_interrupts[syncpoint_id].empty()) {
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u32 value = syncpoints[syncpoint_id].load();
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auto it = syncpt_interrupts[syncpoint_id].begin();
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@ -82,7 +82,6 @@ void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
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it++;
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}
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}
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sync_mutex.unlock();
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}
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u32 GPU::GetSyncpointValue(const u32 syncpoint_id) const {
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@ -98,7 +97,7 @@ void GPU::RegisterSyncptInterrupt(const u32 syncpoint_id, const u32 value) {
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}
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bool GPU::CancelSyncptInterrupt(const u32 syncpoint_id, const u32 value) {
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sync_mutex.lock();
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std::lock_guard lock{sync_mutex};
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auto it = syncpt_interrupts[syncpoint_id].begin();
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while (it != syncpt_interrupts[syncpoint_id].end()) {
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if (value == *it) {
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@ -108,7 +107,6 @@ bool GPU::CancelSyncptInterrupt(const u32 syncpoint_id, const u32 value) {
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it++;
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}
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return false;
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sync_mutex.unlock();
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}
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u32 RenderTargetBytesPerPixel(RenderTargetFormat format) {
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@ -21,7 +21,8 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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MicroProfileOnThreadCreate("GpuThread");
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// Wait for first GPU command before acquiring the window context
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while (state.queue.Empty());
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while (state.queue.Empty())
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;
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// If emulation was stopped during disk shader loading, abort before trying to acquire context
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if (!state.is_running) {
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@ -103,7 +104,8 @@ u64 ThreadManager::PushCommand(CommandData&& command_data) {
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MICROPROFILE_DEFINE(GPU_wait, "GPU", "Wait for the GPU", MP_RGB(128, 128, 192));
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void SynchState::WaitForSynchronization(u64 fence) {
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while (signaled_fence.load() < fence);
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while (signaled_fence.load() < fence)
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;
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}
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} // namespace VideoCommon::GPUThread
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