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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 05:41:45 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 05:41:45 -0400 |
| commit | cff4add442d78e088d13005c4c6fdd436b47eecd (patch) | |
| tree | c4bcb200d58b5c1f70ebcd9449597a987ad2e6e8 /src/video_core/engines/puller.cpp | |
| parent | 5c4e642c286279f3e44d476550736ed6bff400ab (diff) | |
nx2: semaphore releases latch the acquires they satisfy
Switch 2 channels that wait for an exact semaphore value poll on the console
and see every release. Eden resumes a waiting channel only between command
lists and writes releases when fences signal, often several back to back, so
an acquire-equal could miss its value and wait forever. Title 4's 3D queue
ticks a counter that two other queues wait on value by value; under the
loading after the post-customization save one of them missed a tick and the
game froze (channel 4 waiting for 0x5293 with the counter at 0x5310).
Pending acquires now register with Nx2SemaphoreWaiters before fences run,
and every query-cache payload write and QMD add/max release latches the
waiters it meets at the moment it is written.
Diffstat (limited to 'src/video_core/engines/puller.cpp')
| -rw-r--r-- | src/video_core/engines/puller.cpp | 20 |
1 files changed, 19 insertions, 1 deletions
diff --git a/src/video_core/engines/puller.cpp b/src/video_core/engines/puller.cpp index 54abf790d2..b607f20161 100644 --- a/src/video_core/engines/puller.cpp +++ b/src/video_core/engines/puller.cpp @@ -62,6 +62,15 @@ bool Puller::CanResumeAcquire(DmaPusher& dma_pusher) { return true; } const u32 current = ReadSemaphoreWord(dma_pusher, pending_acquire->address); + if (Nx2SemaphoreWaiters::Get().Latched(this)) { + if (static std::atomic<u32> rescued{}; + !pending_acquire->Matches(current) && rescued.fetch_add(1) < 64) { + LOG_INFO(HW_GPU, "Channel {} met semaphore {:#x} value {:#x} at its release (now {:#x})", + dma_pusher.channel_state.bind_id, pending_acquire->address, + pending_acquire->value, current); + } + return true; + } if (pending_acquire->Matches(current)) { return true; } @@ -87,6 +96,7 @@ bool Puller::ResumeAcquire(DmaPusher& dma_pusher) { return false; } pending_acquire.reset(); + Nx2SemaphoreWaiters::Get().Remove(this); return true; } @@ -210,9 +220,17 @@ void Puller::ProcessSemaphoreTriggerMethod(DmaPusher& dma_pusher) { if (acquire.Matches(ReadSemaphoreWord(dma_pusher, acquire.address))) { return; } + // Registered before the fences run, so a release among them that meets the value counts + // even if a later one overwrites it. + auto& waiters = Nx2SemaphoreWaiters::Get(); + if (const auto device = dma_pusher.memory_manager.GpuToCpuAddress(acquire.address)) { + waiters.Add(this, *device, acquire.value, acquire.operation); + } dma_pusher.rasterizer->ReleaseFences(); - if (!acquire.Matches(ReadSemaphoreWord(dma_pusher, acquire.address))) { + if (!waiters.Latched(this) && !acquire.Matches(ReadSemaphoreWord(dma_pusher, acquire.address))) { pending_acquire = acquire; + } else { + waiters.Remove(this); } } else { do { |
