video_core: gpu: WaitFence: Do not block threads during shutdown.

- Fixes a hang on shutdown when NVFlinger thread is waiting on a syncpoint that will never occur.
- Commonly observed when stopping emulation in Super Mario Odyssey.
This commit is contained in:
bunnei 2021-05-29 01:06:04 -07:00
parent 5388e6db84
commit 8592f8a2b4
2 changed files with 13 additions and 1 deletions

View file

@ -104,7 +104,13 @@ void GPU::WaitFence(u32 syncpoint_id, u32 value) {
} }
MICROPROFILE_SCOPE(GPU_wait); MICROPROFILE_SCOPE(GPU_wait);
std::unique_lock lock{sync_mutex}; std::unique_lock lock{sync_mutex};
sync_cv.wait(lock, [=, this] { return syncpoints.at(syncpoint_id).load() >= value; }); sync_cv.wait(lock, [=, this] {
if (shutting_down.load(std::memory_order_relaxed)) {
// We're shutting down, ensure no threads continue to wait for the next syncpoint
return true;
}
return syncpoints.at(syncpoint_id).load() >= value;
});
} }
void GPU::IncrementSyncPoint(const u32 syncpoint_id) { void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
@ -523,6 +529,10 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
} }
void GPU::ShutDown() { void GPU::ShutDown() {
// Signal that threads should no longer block on syncpoint fences
shutting_down.store(true, std::memory_order_relaxed);
sync_cv.notify_all();
gpu_thread.ShutDown(); gpu_thread.ShutDown();
} }

View file

@ -389,6 +389,8 @@ private:
std::unique_ptr<Engines::KeplerMemory> kepler_memory; std::unique_ptr<Engines::KeplerMemory> kepler_memory;
/// Shader build notifier /// Shader build notifier
std::unique_ptr<VideoCore::ShaderNotify> shader_notify; std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
/// When true, we are about to shut down emulation session, so terminate outstanding tasks
std::atomic_bool shutting_down{};
std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{}; std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};