gpu_thread: Fix deadlock with threading idle state check.
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63aa08acbe
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84ad81ee67
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@ -40,7 +40,7 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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auto WaitForWakeup = [&]() {
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auto WaitForWakeup = [&]() {
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std::unique_lock<std::mutex> lock{state.signal_mutex};
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std::unique_lock<std::mutex> lock{state.signal_mutex};
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state.signal_condition.wait(lock, [&] { return !state.IsIdle() || !state.is_running; });
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state.signal_condition.wait(lock, [&] { return !state.is_idle || !state.is_running; });
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};
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};
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// Wait for first GPU command before acquiring the window context
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// Wait for first GPU command before acquiring the window context
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@ -70,8 +70,10 @@ static void RunThread(VideoCore::RendererBase& renderer, Tegra::DmaPusher& dma_p
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state.pop_queue->pop();
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state.pop_queue->pop();
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}
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}
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state.UpdateIdleState();
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// Signal that the GPU thread has finished processing commands
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// Signal that the GPU thread has finished processing commands
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if (state.IsIdle()) {
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if (state.is_idle) {
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state.idle_condition.notify_one();
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state.idle_condition.notify_one();
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}
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}
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@ -126,13 +128,14 @@ void ThreadManager::PushCommand(CommandData&& command_data, bool wait_for_idle,
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{
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{
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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std::lock_guard<std::mutex> lock{state.signal_mutex};
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if ((allow_on_cpu && state.IsIdle()) || IsGpuThread()) {
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if ((allow_on_cpu && state.is_idle) || IsGpuThread()) {
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// Execute the command synchronously on the current thread
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// Execute the command synchronously on the current thread
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ExecuteCommand(&command_data, renderer, dma_pusher);
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ExecuteCommand(&command_data, renderer, dma_pusher);
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return;
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return;
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}
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}
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// Push the command to the GPU thread
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// Push the command to the GPU thread
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state.UpdateIdleState();
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state.push_queue->emplace(command_data);
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state.push_queue->emplace(command_data);
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}
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}
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@ -142,7 +145,7 @@ void ThreadManager::PushCommand(CommandData&& command_data, bool wait_for_idle,
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if (wait_for_idle) {
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if (wait_for_idle) {
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// Wait for the GPU to be idle (all commands to be executed)
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// Wait for the GPU to be idle (all commands to be executed)
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std::unique_lock<std::mutex> lock{state.idle_mutex};
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std::unique_lock<std::mutex> lock{state.idle_mutex};
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state.idle_condition.wait(lock, [this] { return state.IsIdle(); });
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state.idle_condition.wait(lock, [this] { return static_cast<bool>(state.is_idle); });
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}
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}
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}
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}
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@ -70,6 +70,7 @@ using CommandData = std::variant<SubmitListCommand, SwapBuffersCommand, FlushReg
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/// Struct used to synchronize the GPU thread
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/// Struct used to synchronize the GPU thread
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struct SynchState final {
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struct SynchState final {
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std::atomic<bool> is_running{true};
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std::atomic<bool> is_running{true};
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std::atomic<bool> is_idle{true};
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std::condition_variable signal_condition;
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std::condition_variable signal_condition;
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std::mutex signal_mutex;
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std::mutex signal_mutex;
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std::condition_variable idle_condition;
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std::condition_variable idle_condition;
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@ -84,9 +85,9 @@ struct SynchState final {
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CommandQueue* push_queue{&command_queues[0]};
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CommandQueue* push_queue{&command_queues[0]};
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CommandQueue* pop_queue{&command_queues[1]};
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CommandQueue* pop_queue{&command_queues[1]};
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/// Returns true if the GPU thread should be idle, meaning there are no commands to process
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void UpdateIdleState() {
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bool IsIdle() const {
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std::lock_guard<std::mutex> lock{idle_mutex};
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return command_queues[0].empty() && command_queues[1].empty();
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is_idle = command_queues[0].empty() && command_queues[1].empty();
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}
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}
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};
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};
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