GS: Attempt to recreate device if GPU crashes

This commit is contained in:
Stenzek 2023-02-11 16:21:36 +10:00 committed by refractionpcsx2
parent 7b8f9a54ec
commit c7352d9e10
24 changed files with 208 additions and 107 deletions

View File

@ -445,7 +445,7 @@ ID3D12GraphicsCommandList4* Context::GetInitCommandList()
return res.command_lists[0].get();
}
void Context::ExecuteCommandList(WaitType wait_for_completion)
bool Context::ExecuteCommandList(WaitType wait_for_completion)
{
CommandListResources& res = m_command_lists[m_current_command_list];
HRESULT hr;
@ -463,12 +463,21 @@ void Context::ExecuteCommandList(WaitType wait_for_completion)
if (res.init_command_list_used)
{
hr = res.command_lists[0]->Close();
pxAssertRel(SUCCEEDED(hr), "Close init command list");
if (FAILED(hr))
{
Console.Error("Closing init command list failed with HRESULT %08X", hr);
return false;
}
}
// Close and queue command list.
hr = res.command_lists[1]->Close();
pxAssertRel(SUCCEEDED(hr), "Close command list");
if (FAILED(hr))
{
Console.Error("Closing main command list failed with HRESULT %08X", hr);
return false;
}
if (res.init_command_list_used)
{
const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].get(), res.command_lists[1].get()};
@ -487,6 +496,8 @@ void Context::ExecuteCommandList(WaitType wait_for_completion)
MoveToNextCommandList();
if (wait_for_completion != WaitType::None)
WaitForFence(res.ready_fence_value, wait_for_completion == WaitType::Spin);
return true;
}
void Context::InvalidateSamplerGroups()

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@ -130,7 +130,7 @@ namespace D3D12
};
/// Executes the current command list.
void ExecuteCommandList(WaitType wait_for_completion);
bool ExecuteCommandList(WaitType wait_for_completion);
/// Waits for a specific fence.
void WaitForFence(u64 fence, bool spin);

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@ -1122,9 +1122,13 @@ namespace Vulkan
void Context::WaitForCommandBufferCompletion(u32 index)
{
// Wait for this command buffer to be completed.
VkResult res = vkWaitForFences(m_device, 1, &m_frame_resources[index].fence, VK_TRUE, UINT64_MAX);
const VkResult res = vkWaitForFences(m_device, 1, &m_frame_resources[index].fence, VK_TRUE, UINT64_MAX);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkWaitForFences failed: ");
m_last_submit_failed.store(true, std::memory_order_release);
return;
}
// Clean up any resources for command buffers between the last known completed buffer and this
// now-completed command buffer. If we use >2 buffers, this may be more than one buffer.
@ -1266,11 +1270,12 @@ namespace Vulkan
submit_info.pSignalSemaphores = &m_spin_resources[index].semaphore;
}
VkResult res = vkQueueSubmit(m_graphics_queue, 1, &submit_info, resources.fence);
const VkResult res = vkQueueSubmit(m_graphics_queue, 1, &submit_info, resources.fence);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkQueueSubmit failed: ");
pxFailRel("Failed to submit command buffer.");
m_last_submit_failed.store(true, std::memory_order_release);
return;
}
if (spin_cycles != 0)
@ -1286,14 +1291,14 @@ namespace Vulkan
present_swap_chain->ReleaseCurrentImage();
VkResult res = vkQueuePresentKHR(m_present_queue, &present_info);
const VkResult res = vkQueuePresentKHR(m_present_queue, &present_info);
if (res != VK_SUCCESS)
{
// VK_ERROR_OUT_OF_DATE_KHR is not fatal, just means we need to recreate our swap chain.
if (res != VK_ERROR_OUT_OF_DATE_KHR && res != VK_SUBOPTIMAL_KHR)
LOG_VULKAN_ERROR(res, "vkQueuePresentKHR failed: ");
m_last_present_failed.store(true);
m_last_present_failed.store(true, std::memory_order_release);
return;
}
@ -1460,6 +1465,9 @@ namespace Vulkan
void Context::ExecuteCommandBuffer(WaitType wait_for_completion)
{
if (m_last_submit_failed.load(std::memory_order_acquire))
return;
// If we're waiting for completion, don't bother waking the worker thread.
const u32 current_frame = m_current_frame;
SubmitCommandBuffer();
@ -1481,9 +1489,12 @@ namespace Vulkan
bool Context::CheckLastPresentFail()
{
bool res = m_last_present_failed;
m_last_present_failed = false;
return res;
return m_last_present_failed.exchange(false, std::memory_order_acq_rel);
}
bool Context::CheckLastSubmitFail()
{
return m_last_submit_failed.load(std::memory_order_acquire);
}
void Context::DeferBufferDestruction(VkBuffer object)
@ -1596,7 +1607,7 @@ namespace Vulkan
VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT,
DebugMessengerCallback, nullptr};
VkResult res =
const VkResult res =
vkCreateDebugUtilsMessengerEXT(m_instance, &messenger_info, nullptr, &m_debug_messenger_callback);
if (res != VK_SUCCESS)
{
@ -1688,7 +1699,7 @@ namespace Vulkan
subpass_dependency_ptr};
VkRenderPass pass;
VkResult res = vkCreateRenderPass(m_device, &pass_info, nullptr, &pass);
const VkResult res = vkCreateRenderPass(m_device, &pass_info, nullptr, &pass);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateRenderPass failed: ");
@ -1894,9 +1905,14 @@ void main()
SpinResources& resources = m_spin_resources[index];
if (!resources.in_progress)
return;
VkResult res = vkWaitForFences(m_device, 1, &resources.fence, VK_TRUE, UINT64_MAX);
const VkResult res = vkWaitForFences(m_device, 1, &resources.fence, VK_TRUE, UINT64_MAX);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkWaitForFences failed: ");
m_last_submit_failed.store(true, std::memory_order_release);
return;
}
SpinCommandCompleted(index);
}
@ -1906,7 +1922,7 @@ void main()
resources.in_progress = false;
const u32 timestamp_base = (index + NUM_COMMAND_BUFFERS) * 2;
std::array<u64, 2> timestamps;
VkResult res = vkGetQueryPoolResults(m_device, m_timestamp_query_pool, timestamp_base, static_cast<u32>(timestamps.size()),
const VkResult res = vkGetQueryPoolResults(m_device, m_timestamp_query_pool, timestamp_base, static_cast<u32>(timestamps.size()),
sizeof(timestamps), timestamps.data(), sizeof(u64), VK_QUERY_RESULT_64_BIT);
if (res == VK_SUCCESS)
{
@ -2014,7 +2030,7 @@ void main()
constexpr u64 MAX_MAX_DEVIATION = 100000; // 100µs
for (int i = 0; i < 4; i++) // 4 tries to get under MAX_MAX_DEVIATION
{
VkResult res = vkGetCalibratedTimestampsEXT(m_device, std::size(infos), infos, timestamps, &maxDeviation);
const VkResult res = vkGetCalibratedTimestampsEXT(m_device, std::size(infos), infos, timestamps, &maxDeviation);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkGetCalibratedTimestampsEXT failed: ");

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@ -209,6 +209,7 @@ namespace Vulkan
// Was the last present submitted to the queue a failure? If so, we must recreate our swapchain.
bool CheckLastPresentFail();
bool CheckLastSubmitFail();
// Schedule a vulkan resource for destruction later on. This will occur when the command buffer
// is next re-used, and the GPU has finished working with the specified resource.
@ -373,6 +374,7 @@ namespace Vulkan
StreamBuffer m_texture_upload_buffer;
std::atomic_bool m_last_submit_failed{false};
std::atomic_bool m_last_present_failed{false};
std::atomic_bool m_present_done{true};
std::mutex m_present_mutex;

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@ -280,7 +280,7 @@ void Host::ReleaseHostDisplay(bool clear_state)
g_host_display.reset();
}
bool Host::BeginPresentFrame(bool frame_skip)
HostDisplay::PresentResult Host::BeginPresentFrame(bool frame_skip)
{
if (s_loop_number == 0)
{
@ -291,12 +291,15 @@ bool Host::BeginPresentFrame(bool frame_skip)
std::string dump_path(fmt::format("{}_frame{}.png", s_output_prefix, s_dump_frame_number));
GSQueueSnapshot(dump_path);
}
if (g_host_display->BeginPresent(frame_skip))
return true;
// don't render imgui
ImGuiManager::NewFrame();
return false;
const HostDisplay::PresentResult result = g_host_display->BeginPresent(frame_skip);
if (result != HostDisplay::PresentResult::OK)
{
// don't render imgui
ImGuiManager::SkipFrame();
}
return result;
}
void Host::EndPresentFrame()

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@ -967,17 +967,17 @@ void Host::ReleaseHostDisplay(bool clear_state)
g_emu_thread->releaseHostDisplay(clear_state);
}
bool Host::BeginPresentFrame(bool frame_skip)
HostDisplay::PresentResult Host::BeginPresentFrame(bool frame_skip)
{
if (!g_host_display->BeginPresent(frame_skip))
const HostDisplay::PresentResult result = g_host_display->BeginPresent(frame_skip);
if (result != HostDisplay::PresentResult::OK)
{
// if we're skipping a frame, we need to reset imgui's state, since
// we won't be calling EndPresentFrame().
ImGuiManager::NewFrame();
return false;
ImGuiManager::SkipFrame();
}
return true;
return result;
}
void Host::EndPresentFrame()

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@ -641,13 +641,10 @@ bool D3D11HostDisplay::UpdateImGuiFontTexture()
return true;
}
bool D3D11HostDisplay::BeginPresent(bool frame_skip)
HostDisplay::PresentResult D3D11HostDisplay::BeginPresent(bool frame_skip)
{
if (frame_skip || !m_swap_chain)
{
ImGui::EndFrame();
return false;
}
return PresentResult::FrameSkipped;
// When using vsync, the time here seems to include the time for the buffer to become available.
// This blows our our GPU usage number considerably, so read the timestamp before the final blit
@ -664,7 +661,7 @@ bool D3D11HostDisplay::BeginPresent(bool frame_skip)
const CD3D11_RECT scissor(0, 0, m_window_info.surface_width, m_window_info.surface_height);
m_context->RSSetViewports(1, &vp);
m_context->RSSetScissorRects(1, &scissor);
return true;
return PresentResult::OK;
}
void D3D11HostDisplay::EndPresent()

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@ -65,7 +65,7 @@ public:
void SetVSync(VsyncMode mode) override;
bool BeginPresent(bool frame_skip) override;
PresentResult BeginPresent(bool frame_skip) override;
void EndPresent() override;
bool SetGPUTimingEnabled(bool enabled) override;

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@ -554,13 +554,13 @@ bool D3D12HostDisplay::UpdateImGuiFontTexture()
return ImGui_ImplDX12_CreateFontsTexture();
}
bool D3D12HostDisplay::BeginPresent(bool frame_skip)
HostDisplay::PresentResult D3D12HostDisplay::BeginPresent(bool frame_skip)
{
if (m_device_lost)
return HostDisplay::PresentResult::DeviceLost;
if (frame_skip || !m_swap_chain)
{
ImGui::EndFrame();
return false;
}
return PresentResult::FrameSkipped;
static constexpr std::array<float, 4> clear_color = {};
D3D12::Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
@ -574,7 +574,7 @@ bool D3D12HostDisplay::BeginPresent(bool frame_skip)
const D3D12_RECT scissor{0, 0, static_cast<LONG>(m_window_info.surface_width), static_cast<LONG>(m_window_info.surface_height)};
cmdlist->RSSetViewports(1, &vp);
cmdlist->RSSetScissorRects(1, &scissor);
return true;
return PresentResult::OK;
}
void D3D12HostDisplay::EndPresent()
@ -586,7 +586,11 @@ void D3D12HostDisplay::EndPresent()
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
swap_chain_buf.TransitionToState(g_d3d12_context->GetCommandList(), D3D12_RESOURCE_STATE_PRESENT);
g_d3d12_context->ExecuteCommandList(D3D12::Context::WaitType::None);
if (!g_d3d12_context->ExecuteCommandList(D3D12::Context::WaitType::None))
{
m_device_lost = true;
return;
}
const bool vsync = static_cast<UINT>(m_vsync_mode != VsyncMode::Off);
if (!vsync && m_using_allow_tearing)

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@ -71,7 +71,7 @@ public:
void SetVSync(VsyncMode mode) override;
bool BeginPresent(bool frame_skip) override;
PresentResult BeginPresent(bool frame_skip) override;
void EndPresent() override;
bool SetGPUTimingEnabled(bool enabled) override;
@ -97,4 +97,5 @@ protected:
bool m_allow_tearing_supported = false;
bool m_using_allow_tearing = false;
bool m_device_lost = false;
};

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@ -229,6 +229,12 @@ void ImGuiManager::NewFrame()
}
}
void ImGuiManager::SkipFrame()
{
ImGui::EndFrame();
NewFrame();
}
void ImGuiManager::SetStyle()
{
ImGuiStyle& style = ImGui::GetStyle();

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@ -40,6 +40,9 @@ namespace ImGuiManager
/// Call at the beginning of the frame to set up ImGui state.
void NewFrame();
/// Call when skipping rendering a frame, to update internal state.
void SkipFrame();
/// Renders any on-screen display elements.
void RenderOSD();

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@ -81,7 +81,7 @@ public:
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride, bool dynamic = false) override;
void UpdateTexture(id<MTLTexture> texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride);
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride) override;
bool BeginPresent(bool frame_skip) override;
PresentResult BeginPresent(bool frame_skip) override;
void EndPresent() override;
void SetVSync(VsyncMode mode) override;

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@ -265,7 +265,7 @@ void MetalHostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y,
static bool s_capture_next = false;
bool MetalHostDisplay::BeginPresent(bool frame_skip)
HostDisplay::PresentResult MetalHostDisplay::BeginPresent(bool frame_skip)
{ @autoreleasepool {
GSDeviceMTL* dev = static_cast<GSDeviceMTL*>(g_gs_device.get());
if (dev && m_capture_start_frame && dev->FrameNo() == m_capture_start_frame)
@ -273,7 +273,7 @@ bool MetalHostDisplay::BeginPresent(bool frame_skip)
if (frame_skip || m_window_info.type == WindowInfo::Type::Surfaceless || !g_gs_device)
{
ImGui::EndFrame();
return false;
return PresentResult::FrameSkipped;
}
id<MTLCommandBuffer> buf = dev->GetRenderCmdBuf();
m_current_drawable = MRCRetain([m_layer nextDrawable]);
@ -284,13 +284,13 @@ bool MetalHostDisplay::BeginPresent(bool frame_skip)
[buf popDebugGroup];
dev->FlushEncoders();
ImGui::EndFrame();
return false;
return PresentResult::FrameSkipped;
}
[m_pass_desc colorAttachments][0].texture = [m_current_drawable texture];
id<MTLRenderCommandEncoder> enc = [buf renderCommandEncoderWithDescriptor:m_pass_desc];
[enc setLabel:@"Present"];
dev->m_current_render.encoder = MRCRetain(enc);
return true;
return PresentResult::OK;
}}
void MetalHostDisplay::EndPresent()

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@ -335,13 +335,10 @@ bool OpenGLHostDisplay::UpdateImGuiFontTexture()
return ImGui_ImplOpenGL3_CreateFontsTexture();
}
bool OpenGLHostDisplay::BeginPresent(bool frame_skip)
HostDisplay::PresentResult OpenGLHostDisplay::BeginPresent(bool frame_skip)
{
if (frame_skip || m_window_info.type == WindowInfo::Type::Surfaceless)
{
ImGui::EndFrame();
return false;
}
return PresentResult::FrameSkipped;
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
@ -350,7 +347,7 @@ bool OpenGLHostDisplay::BeginPresent(bool frame_skip)
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, m_window_info.surface_width, m_window_info.surface_height);
return true;
return PresentResult::OK;
}
void OpenGLHostDisplay::EndPresent()

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@ -58,7 +58,7 @@ public:
void SetVSync(VsyncMode mode) override;
bool BeginPresent(bool frame_skip) override;
PresentResult BeginPresent(bool frame_skip) override;
void EndPresent() override;
bool SetGPUTimingEnabled(bool enabled) override;

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@ -339,17 +339,18 @@ bool VulkanHostDisplay::DoneCurrent()
return true;
}
bool VulkanHostDisplay::BeginPresent(bool frame_skip)
HostDisplay::PresentResult VulkanHostDisplay::BeginPresent(bool frame_skip)
{
if (frame_skip || !m_swap_chain)
{
ImGui::EndFrame();
return false;
}
return PresentResult::FrameSkipped;
// Previous frame needs to be presented before we can acquire the swap chain.
g_vulkan_context->WaitForPresentComplete();
// Check if the device was lost.
if (g_vulkan_context->CheckLastSubmitFail())
return PresentResult::DeviceLost;
VkResult res = m_swap_chain->AcquireNextImage();
if (res != VK_SUCCESS)
{
@ -367,7 +368,7 @@ bool VulkanHostDisplay::BeginPresent(bool frame_skip)
{
Console.Error("Failed to recreate surface after loss");
g_vulkan_context->ExecuteCommandBuffer(Vulkan::Context::WaitType::None);
return false;
return PresentResult::FrameSkipped;
}
res = m_swap_chain->AcquireNextImage();
@ -380,7 +381,7 @@ bool VulkanHostDisplay::BeginPresent(bool frame_skip)
// Still submit the command buffer, otherwise we'll end up with several frames waiting.
LOG_VULKAN_ERROR(res, "vkAcquireNextImageKHR() failed: ");
g_vulkan_context->ExecuteCommandBuffer(Vulkan::Context::WaitType::None);
return false;
return PresentResult::FrameSkipped;
}
}
@ -401,7 +402,7 @@ bool VulkanHostDisplay::BeginPresent(bool frame_skip)
const VkRect2D scissor{{0, 0}, {static_cast<u32>(swap_chain_texture.GetWidth()), static_cast<u32>(swap_chain_texture.GetHeight())}};
vkCmdSetViewport(g_vulkan_context->GetCurrentCommandBuffer(), 0, 1, &vp);
vkCmdSetScissor(g_vulkan_context->GetCurrentCommandBuffer(), 0, 1, &scissor);
return true;
return PresentResult::OK;
}
void VulkanHostDisplay::EndPresent()

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@ -47,7 +47,7 @@ public:
void SetVSync(VsyncMode mode) override;
bool BeginPresent(bool frame_skip) override;
PresentResult BeginPresent(bool frame_skip) override;
void EndPresent() override;
bool SetGPUTimingEnabled(bool enabled) override;

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@ -209,15 +209,15 @@ static bool DoGSOpen(GSRendererType renderer, u8* basemem)
return false;
}
try
if (!g_gs_device->Create())
{
if (!g_gs_device->Create())
{
g_gs_device->Destroy();
g_gs_device.reset();
return false;
}
g_gs_device->Destroy();
g_gs_device.reset();
return false;
}
if (!g_gs_renderer)
{
if (renderer == GSRendererType::Null)
{
g_gs_renderer = std::make_unique<GSRendererNull>();
@ -230,55 +230,67 @@ static bool DoGSOpen(GSRendererType renderer, u8* basemem)
{
g_gs_renderer = std::unique_ptr<GSRenderer>(MULTI_ISA_SELECT(makeGSRendererSW)(GSConfig.SWExtraThreads));
}
g_gs_renderer->SetRegsMem(basemem);
}
catch (std::exception& ex)
else
{
Host::ReportFormattedErrorAsync("GS", "GS error: Exception caught in GSopen: %s", ex.what());
g_gs_renderer.reset();
g_gs_device->Destroy();
g_gs_device.reset();
return false;
Console.Warning("(DoGSOpen) Using existing renderer.");
}
GSConfig.OsdShowGPU = EmuConfig.GS.OsdShowGPU && g_host_display->SetGPUTimingEnabled(true);
g_gs_renderer->SetRegsMem(basemem);
g_perfmon.Reset();
return true;
}
bool GSreopen(bool recreate_display, const Pcsx2Config::GSOptions& old_config)
bool GSreopen(bool recreate_display, bool recreate_renderer, const Pcsx2Config::GSOptions& old_config)
{
Console.WriteLn("Reopening GS with %s display", recreate_display ? "new" : "existing");
g_gs_renderer->Flush(GSState::GSFlushReason::GSREOPEN);
if (recreate_renderer)
g_gs_renderer->Flush(GSState::GSFlushReason::GSREOPEN);
freezeData fd = {};
if (g_gs_renderer->Freeze(&fd, true) != 0)
std::unique_ptr<u8[]> fd_data;
if (recreate_renderer)
{
Console.Error("(GSreopen) Failed to get GS freeze size");
return false;
}
if (g_gs_renderer->Freeze(&fd, true) != 0)
{
Console.Error("(GSreopen) Failed to get GS freeze size");
return false;
}
std::unique_ptr<u8[]> fd_data = std::make_unique<u8[]>(fd.size);
fd.data = fd_data.get();
if (g_gs_renderer->Freeze(&fd, false) != 0)
fd_data = std::make_unique<u8[]>(fd.size);
fd.data = fd_data.get();
if (g_gs_renderer->Freeze(&fd, false) != 0)
{
Console.Error("(GSreopen) Failed to freeze GS");
return false;
}
}
else
{
Console.Error("(GSreopen) Failed to freeze GS");
return false;
// Make sure nothing is left over.
g_gs_renderer->PurgePool();
g_gs_renderer->PurgeTextureCache();
}
if (recreate_display)
{
g_gs_device->ResetAPIState();
if (Host::BeginPresentFrame(true))
if (Host::BeginPresentFrame(false) == HostDisplay::PresentResult::OK)
Host::EndPresentFrame();
}
u8* basemem = g_gs_renderer->GetRegsMem();
const u32 gamecrc = g_gs_renderer->GetGameCRC();
g_gs_renderer->Destroy();
g_gs_renderer.reset();
if (recreate_renderer)
{
g_gs_renderer->Destroy();
g_gs_renderer.reset();
}
g_gs_device->Destroy();
g_gs_device.reset();
@ -327,13 +339,17 @@ bool GSreopen(bool recreate_display, const Pcsx2Config::GSOptions& old_config)
}
}
if (g_gs_renderer->Defrost(&fd) != 0)
if (recreate_renderer)
{
Console.Error("(GSreopen) Failed to defrost");
return false;
if (g_gs_renderer->Defrost(&fd) != 0)
{
Console.Error("(GSreopen) Failed to defrost");
return false;
}
g_gs_renderer->SetGameCRC(gamecrc);
}
g_gs_renderer->SetGameCRC(gamecrc);
return true;
}
@ -698,7 +714,7 @@ void GSUpdateConfig(const Pcsx2Config::GSOptions& new_config)
GSConfig.DisableShaderCache != old_config.DisableShaderCache ||
GSConfig.DisableThreadedPresentation != old_config.DisableThreadedPresentation
);
if (!GSreopen(do_full_restart, old_config))
if (!GSreopen(do_full_restart, true, old_config))
pxFailRel("Failed to do full GS reopen");
return;
}
@ -709,7 +725,7 @@ void GSUpdateConfig(const Pcsx2Config::GSOptions& new_config)
GSConfig.SWExtraThreads != old_config.SWExtraThreads ||
GSConfig.SWExtraThreadsHeight != old_config.SWExtraThreadsHeight)
{
if (!GSreopen(false, old_config))
if (!GSreopen(false, true, old_config))
pxFailRel("Failed to do quick GS reopen");
return;
@ -787,7 +803,7 @@ void GSSwitchRenderer(GSRendererType new_renderer)
const bool recreate_display = (!is_software_switch && existing_api != GetAPIForRenderer(new_renderer));
const Pcsx2Config::GSOptions old_config(GSConfig);
GSConfig.Renderer = new_renderer;
if (!GSreopen(recreate_display, old_config))
if (!GSreopen(recreate_display, true, old_config))
pxFailRel("Failed to reopen GS for renderer switch.");
}

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@ -53,7 +53,7 @@ s16 GSLookupBeforeDrawFunctionId(const std::string_view& name);
int GSinit();
void GSshutdown();
bool GSopen(const Pcsx2Config::GSOptions& config, GSRendererType renderer, u8* basemem);
bool GSreopen(bool recreate_display, const Pcsx2Config::GSOptions& old_config);
bool GSreopen(bool recreate_display, bool recreate_renderer, const Pcsx2Config::GSOptions& old_config);
void GSreset(bool hardware_reset);
void GSclose();
void GSgifSoftReset(u32 mask);

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@ -50,6 +50,8 @@ std::unique_ptr<GSRenderer> g_gs_renderer;
// we might be switching while the other thread reads it.
static GSVector4 s_last_draw_rect;
// Last time we reset the renderer due to a GPU crash, if any.
static Common::Timer::Value s_last_gpu_reset_time;
GSRenderer::GSRenderer()
: m_shader_time_start(Common::Timer::GetCurrentValue())
@ -602,6 +604,40 @@ void GSJoinSnapshotThreads()
}
}
bool GSRenderer::BeginPresentFrame(bool frame_skip)
{
const HostDisplay::PresentResult result = Host::BeginPresentFrame(frame_skip);
if (result == HostDisplay::PresentResult::OK)
return true;
else if (result == HostDisplay::PresentResult::FrameSkipped)
return false;
// If we're constantly crashing on something in particular, we don't want to end up in an
// endless reset loop.. that'd probably end up leaking memory and/or crashing us for other
// reasons. So just abort in such case.
const Common::Timer::Value current_time = Common::Timer::GetCurrentValue();
if (s_last_gpu_reset_time != 0 &&
Common::Timer::ConvertValueToSeconds(current_time - s_last_gpu_reset_time) < 15.0f)
{
pxFailRel("Host GPU lost too many times, device is probably completely wedged.");
}
s_last_gpu_reset_time = current_time;
// Device lost, something went really bad.
// Let's just toss out everything, and try to hobble on.
if (!GSreopen(true, false, GSConfig))
{
pxFailRel("Failed to recreate GS device after loss.");
return false;
}
// First frame after reopening is definitely going to be trash, so skip it.
Host::AddIconOSDMessage("GSDeviceLost", ICON_FA_EXCLAMATION_TRIANGLE,
"Host GPU device encountered an error and was recovered. This may have broken rendering.",
Host::OSD_CRITICAL_ERROR_DURATION);
return false;
}
void GSRenderer::VSync(u32 field, bool registers_written)
{
Flush(GSFlushReason::VSYNC);
@ -647,7 +683,7 @@ void GSRenderer::VSync(u32 field, bool registers_written)
if (skip_frame)
{
g_gs_device->ResetAPIState();
if (Host::BeginPresentFrame(true))
if (BeginPresentFrame(true))
Host::EndPresentFrame();
g_gs_device->RestoreAPIState();
PerformanceMetrics::Update(registers_written, fb_sprite_frame, true);
@ -694,7 +730,7 @@ void GSRenderer::VSync(u32 field, bool registers_written)
}
g_gs_device->ResetAPIState();
if (Host::BeginPresentFrame(false))
if (BeginPresentFrame(false))
{
if (current && !blank_frame)
{
@ -910,7 +946,7 @@ void GSRenderer::StopGSDump()
void GSRenderer::PresentCurrentFrame()
{
g_gs_device->ResetAPIState();
if (Host::BeginPresentFrame(false))
if (BeginPresentFrame(false))
{
GSTexture* current = g_gs_device->GetCurrent();
if (current)

View File

@ -23,6 +23,7 @@ class GSRenderer : public GSState
{
private:
bool Merge(int field);
bool BeginPresentFrame(bool frame_skip);
u64 m_shader_time_start = 0;

View File

@ -60,6 +60,13 @@ public:
RightOrBottom
};
enum class PresentResult
{
OK,
FrameSkipped,
DeviceLost
};
struct AdapterAndModeList
{
std::vector<std::string> adapter_names;
@ -137,7 +144,7 @@ public:
/// Returns false if the window was completely occluded. If frame_skip is set, the frame won't be
/// displayed, but the GPU command queue will still be flushed.
virtual bool BeginPresent(bool frame_skip) = 0;
virtual PresentResult BeginPresent(bool frame_skip) = 0;
/// Presents the frame to the display, and renders OSD elements.
virtual void EndPresent() = 0;
@ -184,7 +191,7 @@ namespace Host
/// Returns false if the window was completely occluded. If frame_skip is set, the frame won't be
/// displayed, but the GPU command queue will still be flushed.
bool BeginPresentFrame(bool frame_skip);
HostDisplay::PresentResult BeginPresentFrame(bool frame_skip);
/// Presents the frame to the display, and renders OSD elements.
void EndPresentFrame();

View File

@ -114,9 +114,9 @@ void Host::ReleaseHostDisplay(bool clear_state)
{
}
bool Host::BeginPresentFrame(bool frame_skip)
HostDisplay::PresentResult Host::BeginPresentFrame(bool frame_skip)
{
return false;
return HostDisplay::PresentResult::FrameSkipped;
}
void Host::EndPresentFrame()