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:
parent
5388e6db84
commit
8592f8a2b4
|
@ -104,7 +104,13 @@ void GPU::WaitFence(u32 syncpoint_id, u32 value) {
|
|||
}
|
||||
MICROPROFILE_SCOPE(GPU_wait);
|
||||
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) {
|
||||
|
@ -523,6 +529,10 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
|
|||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
|
|
|
@ -389,6 +389,8 @@ private:
|
|||
std::unique_ptr<Engines::KeplerMemory> kepler_memory;
|
||||
/// Shader build notifier
|
||||
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{};
|
||||
|
||||
|
|
Loading…
Reference in a new issue