gpu: Use std::stop_token in WaitFence for VSync thread
Fixes a hang that may occur when stopping emulation and the VSync thread is blocked on the syncpoint condition variable.
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da8e0f6571
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@ -266,10 +266,11 @@ void NVFlinger::Compose() {
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auto& gpu = system.GPU();
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auto& gpu = system.GPU();
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const auto& multi_fence = buffer->get().multi_fence;
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const auto& multi_fence = buffer->get().multi_fence;
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const auto stop_token = vsync_thread.get_stop_token();
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guard->unlock();
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guard->unlock();
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for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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const auto& fence = multi_fence.fences[fence_id];
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const auto& fence = multi_fence.fences[fence_id];
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gpu.WaitFence(fence.id, fence.value);
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gpu.WaitFence(fence.id, fence.value, stop_token);
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}
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}
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guard->lock();
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guard->lock();
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@ -206,7 +206,7 @@ struct GPU::Impl {
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}
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}
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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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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void WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token = {}) {
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// Synced GPU, is always in sync
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// Synced GPU, is always in sync
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if (!is_async) {
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if (!is_async) {
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return;
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return;
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@ -218,13 +218,8 @@ struct GPU::Impl {
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}
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}
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MICROPROFILE_SCOPE(GPU_wait);
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MICROPROFILE_SCOPE(GPU_wait);
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std::unique_lock lock{sync_mutex};
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std::unique_lock lock{sync_mutex};
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sync_cv.wait(lock, [=, this] {
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sync_cv.wait(lock, stop_token,
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if (shutting_down.load(std::memory_order_relaxed)) {
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[=, this] { return syncpoints.at(syncpoint_id).load() >= value; });
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// We're shutting down, ensure no threads continue to wait for the next syncpoint
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return true;
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}
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return syncpoints.at(syncpoint_id).load() >= value;
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});
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}
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}
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void IncrementSyncPoint(u32 syncpoint_id) {
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void IncrementSyncPoint(u32 syncpoint_id) {
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@ -670,8 +665,6 @@ struct GPU::Impl {
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std::unique_ptr<Engines::KeplerMemory> kepler_memory;
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std::unique_ptr<Engines::KeplerMemory> kepler_memory;
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/// Shader build notifier
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/// Shader build notifier
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std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
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std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
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/// When true, we are about to shut down emulation session, so terminate outstanding tasks
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std::atomic_bool shutting_down{};
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std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
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std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
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@ -680,7 +673,7 @@ struct GPU::Impl {
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std::mutex sync_mutex;
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std::mutex sync_mutex;
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std::mutex device_mutex;
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std::mutex device_mutex;
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std::condition_variable sync_cv;
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std::condition_variable_any sync_cv;
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struct FlushRequest {
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struct FlushRequest {
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explicit FlushRequest(u64 fence_, VAddr addr_, std::size_t size_)
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explicit FlushRequest(u64 fence_, VAddr addr_, std::size_t size_)
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@ -819,8 +812,8 @@ const VideoCore::ShaderNotify& GPU::ShaderNotify() const {
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return impl->ShaderNotify();
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return impl->ShaderNotify();
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}
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}
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void GPU::WaitFence(u32 syncpoint_id, u32 value) {
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void GPU::WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token) {
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impl->WaitFence(syncpoint_id, value);
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impl->WaitFence(syncpoint_id, value, stop_token);
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}
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}
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void GPU::IncrementSyncPoint(u32 syncpoint_id) {
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void GPU::IncrementSyncPoint(u32 syncpoint_id) {
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@ -5,6 +5,7 @@
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#pragma once
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#pragma once
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#include <memory>
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#include <memory>
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#include <stop_token>
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#include "common/bit_field.h"
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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@ -209,7 +210,7 @@ public:
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[[nodiscard]] const VideoCore::ShaderNotify& ShaderNotify() const;
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[[nodiscard]] const VideoCore::ShaderNotify& ShaderNotify() const;
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/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
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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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void WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token = {});
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void IncrementSyncPoint(u32 syncpoint_id);
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void IncrementSyncPoint(u32 syncpoint_id);
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