forked from Mirror/Ryujinx
nvservice: add a lock around NvHostEvent and remove release fence on SFv2 (#1197)
* nvservice: add a lock to NvHostEvent * Disable surface flinger release fence and readd infinite timeout * FenceAction: Add a timeout of 1 seconds as this shouldn't wait forever anyuway * surfaceflinger: remove leftovers from the release fence * Don't allow infinite timeout on syncpoint while printing all timeout for better debugging
This commit is contained in:
parent
0a3b75ae2b
commit
764891e670
4 changed files with 237 additions and 211 deletions
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@ -112,14 +112,10 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
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throw new ArgumentOutOfRangeException(nameof(id));
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}
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bool warnAboutTimeout = false;
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// TODO: Remove this when GPU channel scheduling will be implemented.
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if (timeout == Timeout.InfiniteTimeSpan)
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{
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timeout = TimeSpan.FromSeconds(1);
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warnAboutTimeout = true;
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}
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using (ManualResetEvent waitEvent = new ManualResetEvent(false))
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@ -135,10 +131,7 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
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if (!signaled && info != null)
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{
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if (warnAboutTimeout)
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{
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Logger.PrintError(LogClass.Gpu, $"Wait on syncpoint {id} for threshold {threshold} took more than {timeout.TotalMilliseconds}ms, resuming execution...");
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}
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Logger.PrintError(LogClass.Gpu, $"Wait on syncpoint {id} for threshold {threshold} took more than {timeout.TotalMilliseconds}ms, resuming execution...");
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_syncpoints[id].UnregisterCallback(info);
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}
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@ -95,26 +95,29 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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private KEvent QueryEvent(uint eventId)
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{
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uint eventSlot;
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uint syncpointId;
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if ((eventId >> 28) == 1)
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lock (_events)
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{
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eventSlot = eventId & 0xFFFF;
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syncpointId = (eventId >> 16) & 0xFFF;
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}
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else
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{
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eventSlot = eventId & 0xFF;
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syncpointId = eventId >> 4;
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}
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uint eventSlot;
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uint syncpointId;
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if (eventSlot >= EventsCount || _events[eventSlot] == null || _events[eventSlot].Fence.Id != syncpointId)
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{
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return null;
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}
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if ((eventId >> 28) == 1)
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{
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eventSlot = eventId & 0xFFFF;
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syncpointId = (eventId >> 16) & 0xFFF;
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}
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else
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{
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eventSlot = eventId & 0xFF;
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syncpointId = eventId >> 4;
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}
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return _events[eventSlot].Event;
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if (eventSlot >= EventsCount || _events[eventSlot] == null || _events[eventSlot].Fence.Id != syncpointId)
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{
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return null;
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}
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return _events[eventSlot].Event;
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}
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}
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public override NvInternalResult QueryEvent(out int eventHandle, uint eventId)
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@ -226,61 +229,71 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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private NvInternalResult EventRegister(ref uint userEventId)
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{
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NvInternalResult result = EventUnregister(ref userEventId);
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if (result == NvInternalResult.Success)
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lock (_events)
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{
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_events[userEventId] = new NvHostEvent(_device.System.HostSyncpoint, userEventId, _device.System);
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NvInternalResult result = EventUnregister(ref userEventId);
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if (result == NvInternalResult.Success)
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{
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_events[userEventId] = new NvHostEvent(_device.System.HostSyncpoint, userEventId, _device.System);
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}
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return result;
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}
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return result;
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}
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private NvInternalResult EventUnregister(ref uint userEventId)
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{
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if (userEventId >= EventsCount)
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lock (_events)
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{
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return NvInternalResult.InvalidInput;
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if (userEventId >= EventsCount)
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{
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return NvInternalResult.InvalidInput;
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}
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NvHostEvent hostEvent = _events[userEventId];
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if (hostEvent == null)
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{
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return NvInternalResult.Success;
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}
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if (hostEvent.State == NvHostEventState.Available ||
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hostEvent.State == NvHostEventState.Cancelled ||
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hostEvent.State == NvHostEventState.Signaled)
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{
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_events[userEventId].Dispose();
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_events[userEventId] = null;
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return NvInternalResult.Success;
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}
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return NvInternalResult.Busy;
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}
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NvHostEvent hostEvent = _events[userEventId];
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if (hostEvent == null)
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{
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return NvInternalResult.Success;
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}
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if (hostEvent.State == NvHostEventState.Available ||
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hostEvent.State == NvHostEventState.Cancelled ||
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hostEvent.State == NvHostEventState.Signaled)
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{
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_events[userEventId].Dispose();
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_events[userEventId] = null;
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return NvInternalResult.Success;
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}
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return NvInternalResult.Busy;
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}
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private NvInternalResult EventKill(ref ulong eventMask)
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{
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NvInternalResult result = NvInternalResult.Success;
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for (uint eventId = 0; eventId < EventsCount; eventId++)
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lock (_events)
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{
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if ((eventMask & (1UL << (int)eventId)) != 0)
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{
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NvInternalResult tmp = EventUnregister(ref eventId);
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NvInternalResult result = NvInternalResult.Success;
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if (tmp != NvInternalResult.Success)
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for (uint eventId = 0; eventId < EventsCount; eventId++)
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{
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if ((eventMask & (1UL << (int)eventId)) != 0)
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{
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result = tmp;
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NvInternalResult tmp = EventUnregister(ref eventId);
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if (tmp != NvInternalResult.Success)
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{
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result = tmp;
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}
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}
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}
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}
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return result;
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return result;
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}
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}
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private NvInternalResult EventSignal(ref uint userEventId)
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@ -292,27 +305,34 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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return NvInternalResult.InvalidInput;
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}
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NvHostEvent hostEvent = _events[eventId];
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if (hostEvent == null)
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lock (_events)
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{
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return NvInternalResult.InvalidInput;
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NvHostEvent hostEvent = _events[eventId];
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if (hostEvent == null)
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{
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return NvInternalResult.InvalidInput;
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}
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lock (hostEvent.Lock)
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{
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NvHostEventState oldState = hostEvent.State;
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if (oldState == NvHostEventState.Waiting)
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{
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hostEvent.State = NvHostEventState.Cancelling;
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hostEvent.Cancel(_device.Gpu);
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}
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hostEvent.State = NvHostEventState.Cancelled;
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_device.System.HostSyncpoint.UpdateMin(hostEvent.Fence.Id);
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return NvInternalResult.Success;
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}
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}
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NvHostEventState oldState = hostEvent.State;
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if (oldState == NvHostEventState.Waiting)
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{
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hostEvent.State = NvHostEventState.Cancelling;
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hostEvent.Cancel(_device.Gpu);
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}
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hostEvent.State = NvHostEventState.Cancelled;
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_device.System.HostSyncpoint.UpdateMin(hostEvent.Fence.Id);
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return NvInternalResult.Success;
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}
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private NvInternalResult SyncptReadMinOrMax(ref NvFence arguments, bool max)
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@ -379,67 +399,81 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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uint eventIndex;
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if (isWaitEventAsyncCmd)
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lock (_events)
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{
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eventIndex = value;
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if (eventIndex >= EventsCount)
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if (isWaitEventAsyncCmd)
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{
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return NvInternalResult.InvalidInput;
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}
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eventIndex = value;
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hostEvent = _events[eventIndex];
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}
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else
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{
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hostEvent = GetFreeEvent(fence.Id, out eventIndex);
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}
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if (hostEvent != null &&
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(hostEvent.State == NvHostEventState.Available ||
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hostEvent.State == NvHostEventState.Signaled ||
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hostEvent.State == NvHostEventState.Cancelled))
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{
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bool timedOut = hostEvent.Wait(_device.Gpu, fence);
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if (timedOut)
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{
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if (isWaitEventCmd)
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if (eventIndex >= EventsCount)
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{
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value = ((fence.Id & 0xfff) << 16) | 0x10000000;
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}
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else
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{
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value = fence.Id << 4;
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return NvInternalResult.InvalidInput;
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}
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value |= eventIndex;
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result = NvInternalResult.TryAgain;
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hostEvent = _events[eventIndex];
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}
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else
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{
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value = fence.Value;
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return NvInternalResult.Success;
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hostEvent = GetFreeEventLocked(fence.Id, out eventIndex);
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}
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}
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else
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{
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Logger.PrintError(LogClass.ServiceNv, $"Invalid Event at index {eventIndex} (isWaitEventAsyncCmd: {isWaitEventAsyncCmd}, isWaitEventCmd: {isWaitEventCmd})");
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if (hostEvent != null)
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{
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Logger.PrintError(LogClass.ServiceNv, hostEvent.DumpState(_device.Gpu));
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}
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lock (hostEvent.Lock)
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{
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if (hostEvent.State == NvHostEventState.Available ||
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hostEvent.State == NvHostEventState.Signaled ||
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hostEvent.State == NvHostEventState.Cancelled)
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{
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bool timedOut = hostEvent.Wait(_device.Gpu, fence);
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result = NvInternalResult.InvalidInput;
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if (timedOut)
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{
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if (isWaitEventCmd)
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{
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value = ((fence.Id & 0xfff) << 16) | 0x10000000;
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}
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else
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{
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value = fence.Id << 4;
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}
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value |= eventIndex;
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result = NvInternalResult.TryAgain;
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}
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else
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{
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value = fence.Value;
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return NvInternalResult.Success;
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}
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}
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else
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{
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Logger.PrintError(LogClass.ServiceNv, $"Invalid Event at index {eventIndex} (isWaitEventAsyncCmd: {isWaitEventAsyncCmd}, isWaitEventCmd: {isWaitEventCmd})");
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if (hostEvent != null)
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{
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Logger.PrintError(LogClass.ServiceNv, hostEvent.DumpState(_device.Gpu));
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}
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result = NvInternalResult.InvalidInput;
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}
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}
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}
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else
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{
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Logger.PrintError(LogClass.ServiceNv, $"Invalid Event at index {eventIndex} (isWaitEventAsyncCmd: {isWaitEventAsyncCmd}, isWaitEventCmd: {isWaitEventCmd})");
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result = NvInternalResult.InvalidInput;
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}
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}
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return result;
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}
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public NvHostEvent GetFreeEvent(uint id, out uint eventIndex)
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private NvHostEvent GetFreeEventLocked(uint id, out uint eventIndex)
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{
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eventIndex = EventsCount;
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@ -490,38 +524,44 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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{
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Logger.PrintWarning(LogClass.ServiceNv, "Closing channel");
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// If the device file need to be closed, cancel all user events and dispose events.
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for (int i = 0; i < _events.Length; i++)
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lock (_events)
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{
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NvHostEvent evnt = _events[i];
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if (evnt != null)
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// If the device file need to be closed, cancel all user events and dispose events.
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for (int i = 0; i < _events.Length; i++)
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{
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if (evnt.State == NvHostEventState.Waiting)
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{
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evnt.State = NvHostEventState.Cancelling;
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NvHostEvent evnt = _events[i];
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evnt.Cancel(_device.Gpu);
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}
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else if (evnt.State == NvHostEventState.Signaling)
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if (evnt != null)
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{
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// Wait at max 9ms if the guest app is trying to signal the event while closing it..
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int retryCount = 0;
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do
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lock (evnt.Lock)
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{
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if (retryCount++ > 9)
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if (evnt.State == NvHostEventState.Waiting)
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{
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break;
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evnt.State = NvHostEventState.Cancelling;
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evnt.Cancel(_device.Gpu);
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}
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else if (evnt.State == NvHostEventState.Signaling)
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{
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// Wait at max 9ms if the guest app is trying to signal the event while closing it..
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int retryCount = 0;
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do
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{
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if (retryCount++ > 9)
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{
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break;
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}
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// TODO: This should be handled by the kernel (reschedule the current thread ect), waiting for Kernel decoupling work.
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Thread.Sleep(1);
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} while (evnt.State != NvHostEventState.Signaled);
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}
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// TODO: This should be handled by the kernel (reschedule the current thread ect), waiting for Kernel decoupling work.
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Thread.Sleep(1);
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} while (evnt.State != NvHostEventState.Signaled);
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evnt.Dispose();
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_events[i] = null;
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}
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}
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evnt.Dispose();
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_events[i] = null;
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}
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}
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}
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@ -21,6 +21,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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private NvFence _previousFailingFence;
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private uint _failingCount;
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public object Lock = new object();
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/// <summary>
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/// Max failing count until waiting on CPU.
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/// FIXME: This seems enough for most of the cases, reduce if needed.
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@ -49,83 +51,88 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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_failingCount = 0;
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}
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public void Reset()
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{
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Fence.Id = 0;
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Fence.Value = 0;
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State = NvHostEventState.Available;
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}
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private void Signal()
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{
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NvHostEventState oldState = State;
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State = NvHostEventState.Signaling;
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if (oldState == NvHostEventState.Waiting)
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lock (Lock)
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{
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Event.WritableEvent.Signal();
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}
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NvHostEventState oldState = State;
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State = NvHostEventState.Signaled;
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State = NvHostEventState.Signaling;
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if (oldState == NvHostEventState.Waiting)
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{
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Event.WritableEvent.Signal();
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}
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State = NvHostEventState.Signaled;
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}
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}
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private void GpuSignaled()
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{
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ResetFailingState();
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lock (Lock)
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{
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ResetFailingState();
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Signal();
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Signal();
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}
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}
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public void Cancel(GpuContext gpuContext)
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{
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if (_waiterInformation != null)
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lock (Lock)
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{
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gpuContext.Synchronization.UnregisterCallback(Fence.Id, _waiterInformation);
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if (_previousFailingFence.Id == Fence.Id && _previousFailingFence.Value == Fence.Value)
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if (_waiterInformation != null)
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{
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_failingCount++;
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}
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else
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{
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_failingCount = 1;
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gpuContext.Synchronization.UnregisterCallback(Fence.Id, _waiterInformation);
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_previousFailingFence = Fence;
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if (_previousFailingFence.Id == Fence.Id && _previousFailingFence.Value == Fence.Value)
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{
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_failingCount++;
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}
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else
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{
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_failingCount = 1;
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_previousFailingFence = Fence;
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}
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Signal();
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}
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Signal();
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Event.WritableEvent.Clear();
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}
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Event.WritableEvent.Clear();
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}
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public bool Wait(GpuContext gpuContext, NvFence fence)
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{
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Fence = fence;
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State = NvHostEventState.Waiting;
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// NOTE: nvservices code should always wait on the GPU side.
|
||||
// If we do this, we may get an abort or undefined behaviour when the GPU processing thread is blocked for a long period (for example, during shader compilation).
|
||||
// The reason for this is that the NVN code will try to wait until giving up.
|
||||
// This is done by trying to wait and signal multiple times until aborting after you are past the timeout.
|
||||
// As such, if it fails too many time, we enforce a wait on the CPU side indefinitely.
|
||||
// This allows to keep GPU and CPU in sync when we are slow.
|
||||
if (_failingCount == FailingCountMax)
|
||||
lock (Lock)
|
||||
{
|
||||
Logger.PrintWarning(LogClass.ServiceNv, "GPU processing thread is too slow, waiting on CPU...");
|
||||
Fence = fence;
|
||||
State = NvHostEventState.Waiting;
|
||||
|
||||
bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan);
|
||||
// NOTE: nvservices code should always wait on the GPU side.
|
||||
// If we do this, we may get an abort or undefined behaviour when the GPU processing thread is blocked for a long period (for example, during shader compilation).
|
||||
// The reason for this is that the NVN code will try to wait until giving up.
|
||||
// This is done by trying to wait and signal multiple times until aborting after you are past the timeout.
|
||||
// As such, if it fails too many time, we enforce a wait on the CPU side indefinitely.
|
||||
// This allows to keep GPU and CPU in sync when we are slow.
|
||||
if (_failingCount == FailingCountMax)
|
||||
{
|
||||
Logger.PrintWarning(LogClass.ServiceNv, "GPU processing thread is too slow, waiting on CPU...");
|
||||
|
||||
GpuSignaled();
|
||||
bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan);
|
||||
|
||||
return timedOut;
|
||||
}
|
||||
else
|
||||
{
|
||||
_waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
|
||||
GpuSignaled();
|
||||
|
||||
return true;
|
||||
return timedOut;
|
||||
}
|
||||
else
|
||||
{
|
||||
_waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -26,8 +26,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
|
||||
private Stopwatch _chrono;
|
||||
|
||||
private AndroidFence _vblankFence;
|
||||
|
||||
private long _ticks;
|
||||
private long _ticksPerFrame;
|
||||
|
||||
|
@ -49,7 +47,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
{
|
||||
public Layer Layer;
|
||||
public BufferItem Item;
|
||||
public AndroidFence Fence;
|
||||
}
|
||||
|
||||
public SurfaceFlinger(Switch device)
|
||||
|
@ -69,13 +66,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
|
||||
UpdateSwapInterval(1);
|
||||
|
||||
_vblankFence = AndroidFence.NoFence;
|
||||
_vblankFence.AddFence(new NvFence
|
||||
{
|
||||
Id = NvHostSyncpt.VBlank0SyncpointId,
|
||||
Value = 0
|
||||
});
|
||||
|
||||
_composerThread.Start();
|
||||
}
|
||||
|
||||
|
@ -222,8 +212,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
{
|
||||
lock (Lock)
|
||||
{
|
||||
_vblankFence.NvFences[0].Increment(_device.Gpu);
|
||||
|
||||
// TODO: support multilayers (& multidisplay ?)
|
||||
if (_layers.Count == 0)
|
||||
{
|
||||
|
@ -298,14 +286,10 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
flipX,
|
||||
flipY);
|
||||
|
||||
// Enforce that dequeueBuffer wait for the next vblank
|
||||
_vblankFence.NvFences[0].Value++;
|
||||
|
||||
TextureCallbackInformation textureCallbackInformation = new TextureCallbackInformation
|
||||
{
|
||||
Layer = layer,
|
||||
Item = item,
|
||||
Fence = _vblankFence
|
||||
};
|
||||
|
||||
_device.Gpu.Window.EnqueueFrameThreadSafe(
|
||||
|
@ -330,7 +314,9 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
|
||||
private void ReleaseBuffer(TextureCallbackInformation information)
|
||||
{
|
||||
information.Layer.Consumer.ReleaseBuffer(information.Item, ref information.Fence);
|
||||
AndroidFence fence = AndroidFence.NoFence;
|
||||
|
||||
information.Layer.Consumer.ReleaseBuffer(information.Item, ref fence);
|
||||
}
|
||||
|
||||
private void AcquireBuffer(GpuContext ignored, object obj)
|
||||
|
|
Loading…
Reference in a new issue