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authorThog <me@thog.eu>2020-05-01 23:18:42 +0200
committerGitHub <noreply@github.com>2020-05-01 23:18:42 +0200
commit81cba3c3df7a1534c6690f69de025beeb6ebd1b9 (patch)
tree50948eeb88fb8038e84835f29d4587a6d920ce43
parent71dbb38b9a56eff96eb6a97e299041cd4126e777 (diff)
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
-rw-r--r--Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvDeviceFile.cs19
-rw-r--r--Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/NvHostCtrlDeviceFile.cs27
-rw-r--r--Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs60
3 files changed, 90 insertions, 16 deletions
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvDeviceFile.cs b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvDeviceFile.cs
index b6e6b8f8..fe3ae652 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvDeviceFile.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvDeviceFile.cs
@@ -1,7 +1,9 @@
-using Ryujinx.HLE.HOS.Kernel.Memory;
+using Ryujinx.Common.Logging;
+using Ryujinx.HLE.HOS.Kernel.Memory;
using Ryujinx.HLE.HOS.Kernel.Process;
using System;
using System.Diagnostics;
+using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
@@ -50,11 +52,18 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices
protected delegate NvInternalResult IoctlProcessorInline<T, T1>(ref T arguments, ref T1 inlineData);
protected delegate NvInternalResult IoctlProcessorInlineSpan<T, T1>(ref T arguments, Span<T1> inlineData);
+ private static NvInternalResult PrintResult(MethodInfo info, NvInternalResult result)
+ {
+ Logger.PrintDebug(LogClass.ServiceNv, $"{info.Name} returned result {result}");
+
+ return result;
+ }
+
protected static NvInternalResult CallIoctlMethod<T>(IoctlProcessor<T> callback, Span<byte> arguments) where T : struct
{
Debug.Assert(arguments.Length == Unsafe.SizeOf<T>());
- return callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0]);
+ return PrintResult(callback.Method, callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0]));
}
protected static NvInternalResult CallIoctlMethod<T, T1>(IoctlProcessorInline<T, T1> callback, Span<byte> arguments, Span<byte> inlineBuffer) where T : struct where T1 : struct
@@ -62,19 +71,19 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices
Debug.Assert(arguments.Length == Unsafe.SizeOf<T>());
Debug.Assert(inlineBuffer.Length == Unsafe.SizeOf<T1>());
- return callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], ref MemoryMarshal.Cast<byte, T1>(inlineBuffer)[0]);
+ return PrintResult(callback.Method, callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], ref MemoryMarshal.Cast<byte, T1>(inlineBuffer)[0]));
}
protected static NvInternalResult CallIoctlMethod<T>(IoctlProcessorSpan<T> callback, Span<byte> arguments) where T : struct
{
- return callback(MemoryMarshal.Cast<byte, T>(arguments));
+ return PrintResult(callback.Method, callback(MemoryMarshal.Cast<byte, T>(arguments)));
}
protected static NvInternalResult CallIoctlMethod<T, T1>(IoctlProcessorInlineSpan<T, T1> callback, Span<byte> arguments, Span<byte> inlineBuffer) where T : struct where T1 : struct
{
Debug.Assert(arguments.Length == Unsafe.SizeOf<T>());
- return callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], MemoryMarshal.Cast<byte, T1>(inlineBuffer));
+ return PrintResult(callback.Method, callback(ref MemoryMarshal.Cast<byte, T>(arguments)[0], MemoryMarshal.Cast<byte, T1>(inlineBuffer)));
}
public abstract void Close();
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/NvHostCtrlDeviceFile.cs b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/NvHostCtrlDeviceFile.cs
index 994b5b62..58512783 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/NvHostCtrlDeviceFile.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/NvHostCtrlDeviceFile.cs
@@ -310,6 +310,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
hostEvent.State = NvHostEventState.Cancelled;
+ _device.System.HostSyncpoint.UpdateMin(hostEvent.Fence.Id);
+
return NvInternalResult.Success;
}
@@ -398,20 +400,29 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
hostEvent.State == NvHostEventState.Signaled ||
hostEvent.State == NvHostEventState.Cancelled))
{
- hostEvent.Wait(_device.Gpu, fence);
+ bool timedOut = hostEvent.Wait(_device.Gpu, fence);
- if (isWaitEventCmd)
+ if (timedOut)
{
- value = ((fence.Id & 0xfff) << 16) | 0x10000000;
+ if (isWaitEventCmd)
+ {
+ value = ((fence.Id & 0xfff) << 16) | 0x10000000;
+ }
+ else
+ {
+ value = fence.Id << 4;
+ }
+
+ value |= eventIndex;
+
+ result = NvInternalResult.TryAgain;
}
else
{
- value = fence.Id << 4;
- }
+ value = fence.Value;
- value |= eventIndex;
-
- result = NvInternalResult.TryAgain;
+ return NvInternalResult.Success;
+ }
}
else
{
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs
index e984fddf..f62df8b3 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs
@@ -1,8 +1,10 @@
+using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu;
using Ryujinx.Graphics.Gpu.Synchronization;
using Ryujinx.HLE.HOS.Kernel.Threading;
using Ryujinx.HLE.HOS.Services.Nv.Types;
using System;
+using System.Threading;
namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
{
@@ -16,6 +18,15 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
private NvHostSyncpt _syncpointManager;
private SyncpointWaiterHandle _waiterInformation;
+ private NvFence _previousFailingFence;
+ private uint _failingCount;
+
+ /// <summary>
+ /// Max failing count until waiting on CPU.
+ /// FIXME: This seems enough for most of the cases, reduce if needed.
+ /// </summary>
+ private const uint FailingCountMax = 2;
+
public NvHostEvent(NvHostSyncpt syncpointManager, uint eventId, Horizon system)
{
Fence.Id = 0;
@@ -27,11 +38,20 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
_eventId = eventId;
_syncpointManager = syncpointManager;
+
+ ResetFailingState();
+ }
+
+ private void ResetFailingState()
+ {
+ _previousFailingFence.Id = NvFence.InvalidSyncPointId;
+ _previousFailingFence.Value = 0;
+ _failingCount = 0;
}
public void Reset()
{
- Fence.Id = NvFence.InvalidSyncPointId;
+ Fence.Id = 0;
Fence.Value = 0;
State = NvHostEventState.Available;
}
@@ -52,6 +72,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
private void GpuSignaled()
{
+ ResetFailingState();
+
Signal();
}
@@ -61,18 +83,50 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
{
gpuContext.Synchronization.UnregisterCallback(Fence.Id, _waiterInformation);
+ if (_previousFailingFence.Id == Fence.Id && _previousFailingFence.Value == Fence.Value)
+ {
+ _failingCount++;
+ }
+ else
+ {
+ _failingCount = 1;
+
+ _previousFailingFence = Fence;
+ }
+
Signal();
}
Event.WritableEvent.Clear();
}
- public void Wait(GpuContext gpuContext, NvFence fence)
+ public bool Wait(GpuContext gpuContext, NvFence fence)
{
Fence = fence;
State = NvHostEventState.Waiting;
- _waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
+ // 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.
+ // This is done by trying to wait and signal multiple times until aborting after you are past the timeout.
+ // As such, if it fails too many time, we enforce a wait on the CPU side indefinitely.
+ // This allows to keep GPU and CPU in sync when we are slow.
+ if (_failingCount == FailingCountMax)
+ {
+ Logger.PrintWarning(LogClass.ServiceNv, "GPU processing thread is too slow, waiting on CPU...");
+
+ bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan);
+
+ GpuSignaled();
+
+ return timedOut;
+ }
+ else
+ {
+ _waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
+
+ return true;
+ }
}
public string DumpState(GpuContext gpuContext)