nvservices: mitigate abort with heavy load on the GPU processing thread (#1173)
* nvservices: mitigate abort with heavy load on the GPU processing thread. This should fix Mario Tennis and LM3 regressions with syncpoints. NOTE: Mario Tennis seems to have another issue related to the texture cache that happens randomly when starting a match. PS: Also add a debug logger for all known ioctl call to facilitate debugging and add a missing UpdateMin in EventSignal. * Address LDj3SNuD's comment * Address gdkchan's comment
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@ -1,7 +1,9 @@
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using Ryujinx.HLE.HOS.Kernel.Memory;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Kernel.Memory;
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using Ryujinx.HLE.HOS.Kernel.Process;
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using System;
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using System.Diagnostics;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@ -50,11 +52,18 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices
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protected delegate NvInternalResult IoctlProcessorInline<T, T1>(ref T arguments, ref T1 inlineData);
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protected delegate NvInternalResult IoctlProcessorInlineSpan<T, T1>(ref T arguments, Span<T1> inlineData);
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private static NvInternalResult PrintResult(MethodInfo info, NvInternalResult result)
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{
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Logger.PrintDebug(LogClass.ServiceNv, $"{info.Name} returned result {result}");
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return result;
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}
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protected static NvInternalResult CallIoctlMethod<T>(IoctlProcessor<T> callback, Span<byte> arguments) where T : struct
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{
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Debug.Assert(arguments.Length == Unsafe.SizeOf<T>());
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return callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0]);
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return PrintResult(callback.Method, callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0]));
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}
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protected static NvInternalResult CallIoctlMethod<T, T1>(IoctlProcessorInline<T, T1> callback, Span<byte> arguments, Span<byte> inlineBuffer) where T : struct where T1 : struct
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@ -62,19 +71,19 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices
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Debug.Assert(arguments.Length == Unsafe.SizeOf<T>());
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Debug.Assert(inlineBuffer.Length == Unsafe.SizeOf<T1>());
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return callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], ref MemoryMarshal.Cast<byte, T1>(inlineBuffer)[0]);
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return PrintResult(callback.Method, callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], ref MemoryMarshal.Cast<byte, T1>(inlineBuffer)[0]));
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}
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protected static NvInternalResult CallIoctlMethod<T>(IoctlProcessorSpan<T> callback, Span<byte> arguments) where T : struct
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{
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return callback(MemoryMarshal.Cast<byte, T>(arguments));
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return PrintResult(callback.Method, callback(MemoryMarshal.Cast<byte, T>(arguments)));
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}
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protected static NvInternalResult CallIoctlMethod<T, T1>(IoctlProcessorInlineSpan<T, T1> callback, Span<byte> arguments, Span<byte> inlineBuffer) where T : struct where T1 : struct
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{
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Debug.Assert(arguments.Length == Unsafe.SizeOf<T>());
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return callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], MemoryMarshal.Cast<byte, T1>(inlineBuffer));
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return PrintResult(callback.Method, callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], MemoryMarshal.Cast<byte, T1>(inlineBuffer)));
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}
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public abstract void Close();
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@ -310,6 +310,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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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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@ -398,20 +400,29 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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hostEvent.State == NvHostEventState.Signaled ||
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hostEvent.State == NvHostEventState.Cancelled))
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{
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hostEvent.Wait(_device.Gpu, fence);
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bool timedOut = hostEvent.Wait(_device.Gpu, fence);
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if (isWaitEventCmd)
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if (timedOut)
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{
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value = ((fence.Id & 0xfff) << 16) | 0x10000000;
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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.Id << 4;
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value = fence.Value;
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return NvInternalResult.Success;
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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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@ -1,8 +1,10 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.HOS.Services.Nv.Types;
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using System;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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{
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@ -16,6 +18,15 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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private NvHostSyncpt _syncpointManager;
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private SyncpointWaiterHandle _waiterInformation;
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private NvFence _previousFailingFence;
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private uint _failingCount;
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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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/// </summary>
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private const uint FailingCountMax = 2;
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public NvHostEvent(NvHostSyncpt syncpointManager, uint eventId, Horizon system)
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{
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Fence.Id = 0;
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@ -27,11 +38,20 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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_eventId = eventId;
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_syncpointManager = syncpointManager;
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ResetFailingState();
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}
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private void ResetFailingState()
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{
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_previousFailingFence.Id = NvFence.InvalidSyncPointId;
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_previousFailingFence.Value = 0;
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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 = NvFence.InvalidSyncPointId;
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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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@ -52,6 +72,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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private void GpuSignaled()
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{
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ResetFailingState();
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Signal();
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}
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@ -61,18 +83,50 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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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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{
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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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Event.WritableEvent.Clear();
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}
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public void Wait(GpuContext gpuContext, NvFence fence)
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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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_waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
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// NOTE: nvservices code should always wait on the GPU side.
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// 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).
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// The reason for this is that the NVN code will try to wait until giving up.
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// This is done by trying to wait and signal multiple times until aborting after you are past the timeout.
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// As such, if it fails too many time, we enforce a wait on the CPU side indefinitely.
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// This allows to keep GPU and CPU in sync when we are slow.
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if (_failingCount == FailingCountMax)
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{
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Logger.PrintWarning(LogClass.ServiceNv, "GPU processing thread is too slow, waiting on CPU...");
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bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan);
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GpuSignaled();
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return timedOut;
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}
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else
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{
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_waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
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return true;
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}
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}
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public string DumpState(GpuContext gpuContext)
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