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NvHost: Try a different approach to blocking.
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7b7f6f1cb7
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@ -91,7 +91,7 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
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if (syncpoint_manager.IsSyncpointExpired(params.syncpt_id, params.threshold)) {
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params.value = syncpoint_manager.GetSyncpointMin(params.syncpt_id);
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std::memcpy(output.data(), ¶ms, sizeof(params));
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events_interface.failed[event_id] = false;
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events_interface.fails[event_id] = 0;
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return NvResult::Success;
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}
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@ -99,29 +99,26 @@ NvResult nvhost_ctrl::IocCtrlEventWait(const std::vector<u8>& input, std::vector
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syncpoint_manager.IsSyncpointExpired(params.syncpt_id, params.threshold)) {
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params.value = new_value;
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std::memcpy(output.data(), ¶ms, sizeof(params));
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events_interface.failed[event_id] = false;
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events_interface.fails[event_id] = 0;
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return NvResult::Success;
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}
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auto& event = events_interface.events[event_id];
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auto& gpu = system.GPU();
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const u32 current_syncpoint_value = event.fence.value;
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const s32 diff = current_syncpoint_value - params.threshold;
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const u32 target_value = params.value;
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const u32 target_value = syncpoint_manager.GetSyncpointMax(params.syncpt_id);
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if (!is_async) {
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params.value = 0;
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}
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const auto check_failing = [&]() {
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if (events_interface.failed[event_id]) {
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if (events_interface.fails[event_id] > 1) {
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{
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auto lk = system.StallProcesses();
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gpu.WaitFence(params.syncpt_id, target_value);
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system.UnstallProcesses();
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}
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std::memcpy(output.data(), ¶ms, sizeof(params));
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events_interface.failed[event_id] = false;
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events_interface.fails[event_id] = 0;
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return true;
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}
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return false;
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@ -207,7 +204,7 @@ NvResult nvhost_ctrl::IocCtrlClearEventWait(const std::vector<u8>& input, std::v
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if (events_interface.status[event_id] == EventState::Waiting) {
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events_interface.LiberateEvent(event_id);
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}
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events_interface.failed[event_id] = true;
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events_interface.fails[event_id]++;
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syncpoint_manager.RefreshSyncpoint(events_interface.events[event_id].fence.id);
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@ -50,7 +50,7 @@ struct EventInterface {
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// Tells if an NVEvent is registered or not
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std::array<bool, MaxNvEvents> registered{};
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// Tells the NVEvent that it has failed.
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std::array<bool, MaxNvEvents> failed{};
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std::array<u32, MaxNvEvents> fails{};
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// When an NVEvent is waiting on GPU interrupt, this is the sync_point
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// associated with it.
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std::array<u32, MaxNvEvents> assigned_syncpt{};
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