gpu: Use std::jthread for async gpu thread
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		@@ -305,10 +305,7 @@ struct System::Impl {
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        is_powered_on = false;
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        exit_lock = false;
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        if (gpu_core) {
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            gpu_core->ShutDown();
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        }
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        gpu_core.reset();
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        services.reset();
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        service_manager.reset();
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        cheat_engine.reset();
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@@ -317,7 +314,6 @@ struct System::Impl {
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        time_manager.Shutdown();
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        core_timing.Shutdown();
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        app_loader.reset();
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        gpu_core.reset();
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        perf_stats.reset();
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        kernel.Shutdown();
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        memory.Reset();
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@@ -531,14 +531,6 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
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    interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
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}
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void GPU::ShutDown() {
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    // Signal that threads should no longer block on syncpoint fences
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    shutting_down.store(true, std::memory_order_relaxed);
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    sync_cv.notify_all();
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    gpu_thread.ShutDown();
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}
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void GPU::OnCommandListEnd() {
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    if (is_async) {
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        // This command only applies to asynchronous GPU mode
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@@ -219,9 +219,6 @@ public:
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        return *shader_notify;
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    }
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    // Stops the GPU execution and waits for the GPU to finish working
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    void ShutDown();
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    /// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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    void WaitFence(u32 syncpoint_id, u32 value);
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@@ -17,9 +17,9 @@
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namespace VideoCommon::GPUThread {
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/// Runs the GPU thread
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static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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                      Core::Frontend::GraphicsContext& context, Tegra::DmaPusher& dma_pusher,
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                      SynchState& state) {
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static void RunThread(std::stop_token stop_token, Core::System& system,
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                      VideoCore::RendererBase& renderer, Core::Frontend::GraphicsContext& context,
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                      Tegra::DmaPusher& dma_pusher, SynchState& state) {
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    std::string name = "yuzu:GPU";
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    MicroProfileOnThreadCreate(name.c_str());
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    SCOPE_EXIT({ MicroProfileOnThreadExit(); });
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@@ -28,20 +28,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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    Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
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    system.RegisterHostThread();
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    // Wait for first GPU command before acquiring the window context
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    state.queue.Wait();
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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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        return;
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    }
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    auto current_context = context.Acquire();
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    VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
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    CommandDataContainer next;
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    while (state.is_running) {
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        next = state.queue.PopWait();
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    while (!stop_token.stop_requested()) {
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        CommandDataContainer next = state.queue.PopWait(stop_token);
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        if (stop_token.stop_requested()) {
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            break;
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        }
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        if (auto* submit_list = std::get_if<SubmitListCommand>(&next.data)) {
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            dma_pusher.Push(std::move(submit_list->entries));
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            dma_pusher.DispatchCalls();
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@@ -55,8 +49,6 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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            rasterizer->FlushRegion(flush->addr, flush->size);
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        } else if (const auto* invalidate = std::get_if<InvalidateRegionCommand>(&next.data)) {
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            rasterizer->OnCPUWrite(invalidate->addr, invalidate->size);
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        } else if (std::holds_alternative<EndProcessingCommand>(next.data)) {
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            ASSERT(state.is_running == false);
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        } else {
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            UNREACHABLE();
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        }
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@@ -73,16 +65,14 @@ static void RunThread(Core::System& system, VideoCore::RendererBase& renderer,
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ThreadManager::ThreadManager(Core::System& system_, bool is_async_)
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    : system{system_}, is_async{is_async_} {}
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ThreadManager::~ThreadManager() {
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    ShutDown();
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}
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ThreadManager::~ThreadManager() = default;
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void ThreadManager::StartThread(VideoCore::RendererBase& renderer,
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                                Core::Frontend::GraphicsContext& context,
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                                Tegra::DmaPusher& dma_pusher) {
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    rasterizer = renderer.ReadRasterizer();
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    thread = std::thread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
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                         std::ref(dma_pusher), std::ref(state));
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    thread = std::jthread(RunThread, std::ref(system), std::ref(renderer), std::ref(context),
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                          std::ref(dma_pusher), std::ref(state));
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}
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void ThreadManager::SubmitList(Tegra::CommandList&& entries) {
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@@ -117,26 +107,6 @@ void ThreadManager::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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    rasterizer->OnCPUWrite(addr, size);
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}
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void ThreadManager::ShutDown() {
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    if (!state.is_running) {
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        return;
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    }
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    {
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        std::lock_guard lk(state.write_lock);
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        state.is_running = false;
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        state.cv.notify_all();
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    }
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    if (!thread.joinable()) {
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        return;
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    }
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    // Notify GPU thread that a shutdown is pending
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    PushCommand(EndProcessingCommand());
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    thread.join();
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}
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void ThreadManager::OnCommandListEnd() {
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    PushCommand(OnCommandListEndCommand());
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}
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@@ -152,9 +122,8 @@ u64 ThreadManager::PushCommand(CommandData&& command_data, bool block) {
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    state.queue.Push(CommandDataContainer(std::move(command_data), fence, block));
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    if (block) {
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        state.cv.wait(lk, [this, fence] {
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            return fence <= state.signaled_fence.load(std::memory_order_relaxed) ||
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                   !state.is_running;
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        state.cv.wait(lk, thread.get_stop_token(), [this, fence] {
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            return fence <= state.signaled_fence.load(std::memory_order_relaxed);
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        });
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    }
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@@ -33,9 +33,6 @@ class RendererBase;
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namespace VideoCommon::GPUThread {
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/// Command to signal to the GPU thread that processing has ended
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struct EndProcessingCommand final {};
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/// Command to signal to the GPU thread that a command list is ready for processing
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struct SubmitListCommand final {
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    explicit SubmitListCommand(Tegra::CommandList&& entries_) : entries{std::move(entries_)} {}
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@@ -83,7 +80,7 @@ struct OnCommandListEndCommand final {};
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struct GPUTickCommand final {};
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using CommandData =
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    std::variant<EndProcessingCommand, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
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    std::variant<std::monostate, SubmitListCommand, SwapBuffersCommand, FlushRegionCommand,
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                 InvalidateRegionCommand, FlushAndInvalidateRegionCommand, OnCommandListEndCommand,
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                 GPUTickCommand>;
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@@ -100,14 +97,12 @@ struct CommandDataContainer {
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/// Struct used to synchronize the GPU thread
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struct SynchState final {
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    std::atomic_bool is_running{true};
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    using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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    using CommandQueue = Common::SPSCQueue<CommandDataContainer, true>;
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    std::mutex write_lock;
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    CommandQueue queue;
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    u64 last_fence{};
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    std::atomic<u64> signaled_fence{};
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    std::condition_variable cv;
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    std::condition_variable_any cv;
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};
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/// Class used to manage the GPU thread
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@@ -149,7 +144,7 @@ private:
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    VideoCore::RasterizerInterface* rasterizer = nullptr;
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    SynchState state;
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    std::thread thread;
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    std::jthread thread;
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};
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} // namespace VideoCommon::GPUThread
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