EventWait should not signal the event when it returns Success (#2739)

* Fix race when EventWait is called and a wait is done on the CPU

* This is useless now

* Fix EventSignal

* Ensure the signal belongs to the current fence, to avoid stale signals
This commit is contained in:
gdkchan 2021-10-19 17:25:32 -03:00 committed by GitHub
parent 63f1663fa9
commit 0d174cbd45
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7 changed files with 35 additions and 35 deletions

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@ -70,7 +70,7 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
/// <param name="callback">The callback to call when the threshold is reached</param>
/// <exception cref="System.ArgumentOutOfRangeException">Thrown when id >= MaxHardwareSyncpoints</exception>
/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
public SyncpointWaiterHandle RegisterCallbackOnSyncpoint(uint id, uint threshold, Action callback)
public SyncpointWaiterHandle RegisterCallbackOnSyncpoint(uint id, uint threshold, Action<SyncpointWaiterHandle> callback)
{
if (id >= MaxHardwareSyncpoints)
{
@ -120,7 +120,7 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
using (ManualResetEvent waitEvent = new ManualResetEvent(false))
{
var info = _syncpoints[id].RegisterCallback(threshold, () => waitEvent.Set());
var info = _syncpoints[id].RegisterCallback(threshold, (x) => waitEvent.Set());
if (info == null)
{

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@ -34,13 +34,13 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
/// <param name="threshold">The target threshold</param>
/// <param name="callback">The callback to call when the threshold is reached</param>
/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
public SyncpointWaiterHandle RegisterCallback(uint threshold, Action callback)
public SyncpointWaiterHandle RegisterCallback(uint threshold, Action<SyncpointWaiterHandle> callback)
{
lock (_waiters)
{
if (Value >= threshold)
{
callback();
callback(null);
return null;
}
@ -111,13 +111,13 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
// we can't call it inside the lock.
if (expired != null)
{
expired.Callback();
expired.Callback(expired);
if (expiredList != null)
{
for (int i = 0; i < expiredList.Count; i++)
{
expiredList[i].Callback();
expiredList[i].Callback(expiredList[i]);
}
}
}

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@ -5,6 +5,6 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
public class SyncpointWaiterHandle
{
internal uint Threshold;
internal Action Callback;
internal Action<SyncpointWaiterHandle> Callback;
}
}

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@ -314,26 +314,13 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
return NvInternalResult.InvalidInput;
}
lock (hostEvent.Lock)
{
NvHostEventState oldState = hostEvent.State;
if (oldState == NvHostEventState.Waiting)
{
hostEvent.State = NvHostEventState.Cancelling;
hostEvent.Cancel(_device.Gpu);
}
hostEvent.State = NvHostEventState.Cancelled;
_device.System.HostSyncpoint.UpdateMin(hostEvent.Fence.Id);
return NvInternalResult.Success;
}
}
}
private NvInternalResult SyncptReadMinOrMax(ref NvFence arguments, bool max)
{

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@ -68,10 +68,17 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
}
}
private void GpuSignaled()
private void GpuSignaled(SyncpointWaiterHandle waiterInformation)
{
lock (Lock)
{
// If the signal does not match our current waiter,
// then it is from a past fence and we should just ignore it.
if (waiterInformation != null && waiterInformation != _waiterInformation)
{
return;
}
ResetFailingState();
Signal();
@ -82,9 +89,14 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
{
lock (Lock)
{
if (_waiterInformation != null)
NvHostEventState oldState = State;
State = NvHostEventState.Cancelling;
if (oldState == NvHostEventState.Waiting && _waiterInformation != null)
{
gpuContext.Synchronization.UnregisterCallback(Fence.Id, _waiterInformation);
_waiterInformation = null;
if (_previousFailingFence.Id == Fence.Id && _previousFailingFence.Value == Fence.Value)
{
@ -96,10 +108,10 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
_previousFailingFence = Fence;
}
Signal();
}
State = NvHostEventState.Cancelled;
Event.WritableEvent.Clear();
}
}
@ -108,9 +120,6 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
{
lock (Lock)
{
Fence = fence;
State = NvHostEventState.Waiting;
// 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.
@ -123,12 +132,15 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan);
GpuSignaled();
ResetFailingState();
return timedOut;
}
else
{
Fence = fence;
State = NvHostEventState.Waiting;
_waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
return true;

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@ -392,7 +392,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
}
else
{
item.Fence.RegisterCallback(_device.Gpu, () =>
item.Fence.RegisterCallback(_device.Gpu, (x) =>
{
_device.Gpu.Window.SignalFrameReady();
_device.Gpu.GPFifo.Interrupt();

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@ -1,5 +1,6 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu;
using Ryujinx.Graphics.Gpu.Synchronization;
using Ryujinx.HLE.HOS.Services.Nv.Types;
using System;
using System.Runtime.CompilerServices;
@ -66,7 +67,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
return false;
}
public void RegisterCallback(GpuContext gpuContext, Action callback)
public void RegisterCallback(GpuContext gpuContext, Action<SyncpointWaiterHandle> callback)
{
ref NvFence fence = ref NvFences[FenceCount - 1];
@ -76,7 +77,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
}
else
{
callback();
callback(null);
}
}