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
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3 changed files with 90 additions and 16 deletions
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@ -310,6 +310,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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hostEvent.State = NvHostEventState.Cancelled;
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_device.System.HostSyncpoint.UpdateMin(hostEvent.Fence.Id);
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return NvInternalResult.Success;
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}
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@ -398,20 +400,29 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
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hostEvent.State == NvHostEventState.Signaled ||
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hostEvent.State == NvHostEventState.Cancelled))
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{
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hostEvent.Wait(_device.Gpu, fence);
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bool timedOut = hostEvent.Wait(_device.Gpu, fence);
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if (isWaitEventCmd)
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if (timedOut)
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{
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value = ((fence.Id & 0xfff) << 16) | 0x10000000;
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if (isWaitEventCmd)
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{
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value = ((fence.Id & 0xfff) << 16) | 0x10000000;
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}
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else
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{
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value = fence.Id << 4;
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}
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value |= eventIndex;
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result = NvInternalResult.TryAgain;
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}
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else
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{
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value = fence.Id << 4;
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value = fence.Value;
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return NvInternalResult.Success;
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}
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value |= eventIndex;
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result = NvInternalResult.TryAgain;
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}
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else
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{
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