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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.
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@ -104,7 +104,13 @@ void GPU::WaitFence(u32 syncpoint_id, u32 value) {
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}
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MICROPROFILE_SCOPE(GPU_wait);
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std::unique_lock lock{sync_mutex};
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sync_cv.wait(lock, [=, this] { return syncpoints.at(syncpoint_id).load() >= value; });
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sync_cv.wait(lock, [=, this] {
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if (shutting_down.load(std::memory_order_relaxed)) {
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// We're shutting down, ensure no threads continue to wait for the next syncpoint
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return true;
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}
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return syncpoints.at(syncpoint_id).load() >= value;
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});
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}
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void GPU::IncrementSyncPoint(const u32 syncpoint_id) {
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@ -523,6 +529,10 @@ void GPU::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
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}
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void GPU::ShutDown() {
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// Signal that threads should no longer block on syncpoint fences
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shutting_down.store(true, std::memory_order_relaxed);
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sync_cv.notify_all();
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gpu_thread.ShutDown();
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}
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@ -389,6 +389,8 @@ private:
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std::unique_ptr<Engines::KeplerMemory> kepler_memory;
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/// Shader build notifier
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std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
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/// When true, we are about to shut down emulation session, so terminate outstanding tasks
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std::atomic_bool shutting_down{};
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std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
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