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NVHost_Ctrl: Force wait if the gpu falls behind too long.
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@ -92,6 +92,7 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
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if (syncpoint_manager.IsSyncpointExpired(params.syncpt_id, params.threshold)) {
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params.value = syncpoint_manager.GetSyncpointMin(params.syncpt_id);
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std::memcpy(output.data(), ¶ms, sizeof(params));
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events_interface.failed[event_id] = false;
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return NvResult::Success;
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}
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@ -99,6 +100,7 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
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syncpoint_manager.IsSyncpointExpired(params.syncpt_id, params.threshold)) {
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params.value = new_value;
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std::memcpy(output.data(), ¶ms, sizeof(params));
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events_interface.failed[event_id] = false;
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return NvResult::Success;
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}
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@ -117,6 +119,7 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
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event.event->GetWritableEvent().Signal();
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params.value = current_syncpoint_value;
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std::memcpy(output.data(), ¶ms, sizeof(params));
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events_interface.failed[event_id] = false;
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return NvResult::Success;
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}
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const u32 target_value = current_syncpoint_value - diff;
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@ -146,6 +149,13 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
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}
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params.value |= event_id;
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event.event->GetWritableEvent().Clear();
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if (events_interface.failed[event_id]) {
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lock.unlock();
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gpu.WaitFence(params.syncpt_id, target_value);
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std::memcpy(output.data(), ¶ms, sizeof(params));
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events_interface.failed[event_id] = false;
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return NvResult::Success;
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}
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gpu.RegisterSyncptInterrupt(params.syncpt_id, target_value);
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std::memcpy(output.data(), ¶ms, sizeof(params));
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return NvResult::Timeout;
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@ -201,6 +211,7 @@ NvResult nvhost_ctrl::IocCtrlClearEventWait(const std::vector<u8>& input, std::v
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if (events_interface.status[event_id] == EventState::Waiting) {
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events_interface.LiberateEvent(event_id);
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}
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events_interface.failed[event_id] = true;
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syncpoint_manager.RefreshSyncpoint(events_interface.events[event_id].fence.id);
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@ -49,6 +49,8 @@ struct EventInterface {
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std::array<EventState, MaxNvEvents> status{};
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// Tells if an NVEvent is registered or not
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std::array<bool, MaxNvEvents> registered{};
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// Tells the NVEvent that it has failed.
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std::array<bool, MaxNvEvents> failed{};
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// When an NVEvent is waiting on GPU interrupt, this is the sync_point
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// associated with it.
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std::array<u32, MaxNvEvents> assigned_syncpt{};
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