Implement GPU syncpoints (#980)
* Implement GPU syncpoints This adds support for GPU syncpoints on the GPU backend & nvservices. Everything that was implemented here is based on my researches, hardware testing of the GM20B and reversing of nvservices (8.1.0). Thanks to @fincs for the informations about some behaviours of the pusher and for the initial informations about syncpoints. * syncpoint: address gdkchan's comments * Add some missing logic to handle SubmitGpfifo correctly * Handle the NV event API correctly * evnt => hostEvent * Finish addressing gdkchan's comments * nvservices: write the output buffer even when an error is returned * dma pusher: Implemnet prefetch barrier lso fix when the commands should be prefetch. * Partially fix prefetch barrier * Add a missing syncpoint check in QueryEvent of NvHostSyncPt * Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel * fix SyncptWait & SyncptWaitEx cmds logic * Address ripinperi's comments * Address gdkchan's comments * Move user event management to the control channel * Fix mm implementation, nvdec works again * Address ripinperi's comments * Address gdkchan's comments * Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator * Fix typo in MultiMediaOperationType
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Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs
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Ryujinx.Graphics.Gpu/Synchronization/Syncpoint.cs
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Synchronization
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{
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/// <summary>
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/// Represents GPU hardware syncpoint.
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/// </summary>
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class Syncpoint
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{
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private int _storedValue;
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public readonly uint Id;
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// TODO: get rid of this lock
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private object _listLock = new object();
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/// <summary>
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/// The value of the syncpoint.
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/// </summary>
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public uint Value => (uint)_storedValue;
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// TODO: switch to something handling concurrency?
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private List<SyncpointWaiterHandle> _waiters;
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public Syncpoint(uint id)
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{
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Id = id;
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_waiters = new List<SyncpointWaiterHandle>();
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}
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/// <summary>
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/// Register a new callback for a target threshold.
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/// The callback will be called once the threshold is reached and will automatically be unregistered.
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/// </summary>
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/// <param name="threshold">The target threshold</param>
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/// <param name="callback">The callback to call when the threshold is reached</param>
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/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
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public SyncpointWaiterHandle RegisterCallback(uint threshold, Action callback)
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{
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lock (_listLock)
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{
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if (Value >= threshold)
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{
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callback();
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return null;
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}
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else
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{
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SyncpointWaiterHandle waiterInformation = new SyncpointWaiterHandle
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{
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Threshold = threshold,
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Callback = callback
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};
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_waiters.Add(waiterInformation);
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return waiterInformation;
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}
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}
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}
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public void UnregisterCallback(SyncpointWaiterHandle waiterInformation)
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{
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lock (_listLock)
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{
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_waiters.Remove(waiterInformation);
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}
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}
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/// <summary>
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/// Increment the syncpoint
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/// </summary>
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/// <returns>The incremented value of the syncpoint</returns>
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public uint Increment()
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{
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uint currentValue = (uint)Interlocked.Increment(ref _storedValue);
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lock (_listLock)
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{
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_waiters.RemoveAll(item =>
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{
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bool isPastThreshold = currentValue >= item.Threshold;
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if (isPastThreshold)
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{
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item.Callback();
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}
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return isPastThreshold;
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});
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}
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return currentValue;
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}
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}
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}
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