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https://github.com/skyline-emu/skyline.git
synced 2024-11-30 07:54:15 +01:00
Avoid waiting on texture/buffer fence with trapMutex locked
This could cause deadlocks under certain circumstances by preventing the GPFIFO from making any progress while also waiting on it at the same time.
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parent
3e8bd26978
commit
993ffb56f4
@ -23,11 +23,23 @@ namespace skyline::gpu {
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return;
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std::unique_lock stateLock{buffer->stateMutex};
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if (buffer->AllCpuBackingWritesBlocked()) {
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if (buffer->AllCpuBackingWritesBlocked() || buffer->dirtyState == DirtyState::GpuDirty) {
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stateLock.unlock(); // If the lock isn't unlocked, a deadlock from threads waiting on the other lock can occur
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// If this mutex would cause other callbacks to be blocked then we should block on this mutex in advance
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std::scoped_lock lock{*buffer};
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std::shared_ptr<FenceCycle> waitCycle{};
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do {
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if (waitCycle)
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waitCycle->Wait();
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std::scoped_lock lock{*buffer};
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if (waitCycle && buffer->cycle == waitCycle) {
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buffer->cycle = {};
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waitCycle = {};
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} else {
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waitCycle = buffer->cycle;
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}
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} while (waitCycle);
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}
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}, [weakThis] {
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TRACE_EVENT("gpu", "Buffer::ReadTrap");
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@ -47,6 +59,9 @@ namespace skyline::gpu {
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if (!lock)
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return false;
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if (buffer->cycle)
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return false;
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buffer->SynchronizeGuest(true); // We can skip trapping since the caller will do it
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return true;
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}, [weakThis] {
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@ -69,7 +84,9 @@ namespace skyline::gpu {
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if (!lock)
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return false;
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buffer->WaitOnFence();
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if (buffer->cycle)
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return false;
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buffer->SynchronizeGuest(true); // We need to assume the buffer is dirty since we don't know what the guest is writing
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buffer->dirtyState = DirtyState::CpuDirty;
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@ -128,8 +145,6 @@ namespace skyline::gpu {
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void Buffer::WaitOnFence() {
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TRACE_EVENT("gpu", "Buffer::WaitOnFence");
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std::scoped_lock lock{stateMutex};
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if (cycle) {
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cycle->Wait();
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cycle = nullptr;
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@ -137,8 +152,6 @@ namespace skyline::gpu {
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}
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bool Buffer::PollFence() {
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std::scoped_lock lock{stateMutex};
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if (!cycle)
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return true;
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@ -219,7 +232,6 @@ namespace skyline::gpu {
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}
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void Buffer::Read(bool isFirstUsage, const std::function<void()> &flushHostCallback, span<u8> data, vk::DeviceSize offset) {
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std::scoped_lock lock{stateMutex};
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if (dirtyState == DirtyState::GpuDirty)
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SynchronizeGuestImmediate(isFirstUsage, flushHostCallback);
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@ -159,7 +159,19 @@ namespace skyline::gpu {
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stateLock.unlock(); // If the lock isn't unlocked, a deadlock from threads waiting on the other lock can occur
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// If this mutex would cause other callbacks to be blocked then we should block on this mutex in advance
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std::scoped_lock lock{*texture};
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std::shared_ptr<FenceCycle> waitCycle{};
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do {
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if (waitCycle)
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waitCycle->Wait();
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std::scoped_lock lock{*texture};
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if (waitCycle && texture->cycle == waitCycle) {
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texture->cycle = {};
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waitCycle = {};
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} else {
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waitCycle = texture->cycle;
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}
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} while (waitCycle);
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}
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}, [weakThis] {
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TRACE_EVENT("gpu", "Texture::ReadTrap");
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@ -179,6 +191,9 @@ namespace skyline::gpu {
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if (!lock)
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return false;
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if (texture->cycle)
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return false;
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texture->SynchronizeGuest(false, true); // We can skip trapping since the caller will do it
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return true;
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}, [weakThis] {
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@ -200,6 +215,10 @@ namespace skyline::gpu {
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std::unique_lock lock{*texture, std::try_to_lock};
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if (!lock)
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return false;
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if (texture->cycle)
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return false;
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texture->SynchronizeGuest(true, true); // We need to assume the texture is dirty since we don't know what the guest is writing
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return true;
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});
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