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NVHost_Ctrl: Force wait if the gpu falls behind too long.

FernandoS27 4 years ago
parent
commit
7dca0bc11d

+ 11 - 0
src/core/hle/service/nvdrv/devices/nvhost_ctrl.cpp

@@ -92,6 +92,7 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
     if (syncpoint_manager.IsSyncpointExpired(params.syncpt_id, params.threshold)) {
         params.value = syncpoint_manager.GetSyncpointMin(params.syncpt_id);
         std::memcpy(output.data(), &params, sizeof(params));
+        events_interface.failed[event_id] = false;
         return NvResult::Success;
     }
 
@@ -99,6 +100,7 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
         syncpoint_manager.IsSyncpointExpired(params.syncpt_id, params.threshold)) {
         params.value = new_value;
         std::memcpy(output.data(), &params, sizeof(params));
+        events_interface.failed[event_id] = false;
         return NvResult::Success;
     }
 
@@ -117,6 +119,7 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
         event.event->GetWritableEvent().Signal();
         params.value = current_syncpoint_value;
         std::memcpy(output.data(), &params, sizeof(params));
+        events_interface.failed[event_id] = false;
         return NvResult::Success;
     }
     const u32 target_value = current_syncpoint_value - diff;
@@ -146,6 +149,13 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
     }
     params.value |= event_id;
     event.event->GetWritableEvent().Clear();
+    if (events_interface.failed[event_id]) {
+        lock.unlock();
+        gpu.WaitFence(params.syncpt_id, target_value);
+        std::memcpy(output.data(), &params, sizeof(params));
+        events_interface.failed[event_id] = false;
+        return NvResult::Success;
+    }
     gpu.RegisterSyncptInterrupt(params.syncpt_id, target_value);
     std::memcpy(output.data(), &params, sizeof(params));
     return NvResult::Timeout;
@@ -201,6 +211,7 @@ NvResult nvhost_ctrl::IocCtrlClearEventWait(const std::vector<u8>& input, std::v
     if (events_interface.status[event_id] == EventState::Waiting) {
         events_interface.LiberateEvent(event_id);
     }
+    events_interface.failed[event_id] = true;
 
     syncpoint_manager.RefreshSyncpoint(events_interface.events[event_id].fence.id);
 

+ 2 - 0
src/core/hle/service/nvdrv/nvdrv.h

@@ -49,6 +49,8 @@ struct EventInterface {
     std::array<EventState, MaxNvEvents> status{};
     // Tells if an NVEvent is registered or not
     std::array<bool, MaxNvEvents> registered{};
+    // Tells the NVEvent that it has failed.
+    std::array<bool, MaxNvEvents> failed{};
     // When an NVEvent is waiting on GPU interrupt, this is the sync_point
     // associated with it.
     std::array<u32, MaxNvEvents> assigned_syncpt{};