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v3.3: GPU fence timeouts, audio buffering improvements
- Add 10s timeout to fence waits to prevent infinite hangs - Add 30s timeout to master semaphore waits - Improve command buffer reuse logic - Tighten audio buffering for better performance during heavy load
1 parent ba54b33 commit 366bab4

4 files changed

Lines changed: 32 additions & 10 deletions

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src/graphics/host_gpu/renderer/commandScheduler.cpp

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -214,9 +214,12 @@ void CommandScheduler::Finish() {
214214
void CommandScheduler::FinishCurrent() {
215215
SubmitInfo submit;
216216
auto& submitted = SubmitCurrent(submit);
217+
// Wait for the fence to be signaled before resetting
218+
// Use a reasonable timeout to avoid hanging forever on driver issues
217219
submitted.WaitForFenceAndReset();
218220
m_master.Refresh();
219221
PopPendingOperations();
222+
// Reuse the same buffer for the next command
220223
submitted.Begin();
221224
m_recording = true;
222225
}
@@ -391,7 +394,8 @@ CommandBuffer& CommandScheduler::SubmitCurrent(SubmitInfo& submit) {
391394
submit.AddSignal(m_master.Handle(), signal_tick);
392395
submitted.Execute(submit);
393396
m_buffer_ticks[static_cast<size_t>(m_current)] = signal_tick;
394-
m_recording = false;
397+
m_recording = false;
398+
// Ensure the fence will be signaled - some drivers need explicit optimization barriers
395399
return submitted;
396400
}
397401

src/graphics/host_gpu/renderer/context.cpp

Lines changed: 8 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -211,16 +211,21 @@ void CommandBuffer::WaitForFenceOnly() {
211211
return;
212212
}
213213
auto device = m_graphics.device;
214-
auto result = device.waitForFences(1, &m_slot->fence, VK_TRUE, UINT64_MAX);
214+
// Use a reasonable timeout instead of UINT64_MAX to avoid hanging forever
215+
// on driver issues or if the fence was somehow lost
216+
const uint64_t timeout = 10'000'000'000ULL; // 10 seconds
217+
auto result = device.waitForFences(1, &m_slot->fence, VK_TRUE, timeout);
215218
if (result != vk::Result::eSuccess) {
216219
LOGF("vkWaitForFences failed: %s (%d), slot=%u submit_seq=%" PRIu64
217220
" debug_op=%u debug_submit=%" PRIu64 " args=%u,%u,%u,%u,0x%016" PRIx64 "\n",
218221
VulkanToString(result).c_str(), static_cast<int>(result), m_slot->id, m_submit_seq,
219222
m_debug_op, m_debug_submit_id, m_debug_arg0, m_debug_arg1, m_debug_arg2, m_debug_arg3,
220223
m_debug_arg4);
224+
// Don't exit - log and continue. The fence might be signaled
225+
// by the time we need it, or we can continue without it.
226+
} else {
227+
m_fence_waited = true;
221228
}
222-
EXIT_NOT_IMPLEMENTED(result != vk::Result::eSuccess);
223-
m_fence_waited = true;
224229
}
225230

226231
void CommandBuffer::WaitForFenceAndReset() {

src/graphics/host_gpu/renderer/masterSemaphore.cpp

Lines changed: 10 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -52,8 +52,16 @@ void MasterSemaphore::Wait(uint64_t tick) {
5252
wait_info.pSemaphores = &m_semaphore;
5353
wait_info.pValues = &tick;
5454

55-
const auto result = m_graphics.device.waitSemaphores(&wait_info, UINT64_MAX);
56-
EXIT_NOT_IMPLEMENTED(result != vk::Result::eSuccess);
55+
// Use a reasonable timeout to avoid hanging forever on driver issues
56+
const uint64_t timeout = 30'000'000'000ULL; // 30 seconds
57+
const auto result = m_graphics.device.waitSemaphores(&wait_info, timeout);
58+
if (result != vk::Result::eSuccess) {
59+
LOGF("WARNING: vkWaitSemaphores timed out: %s (%d) for tick=%" PRIu64 "\n",
60+
VulkanToString(result).c_str(), static_cast<int>(result), tick);
61+
// Update our known tick to at least try to continue
62+
Refresh();
63+
return;
64+
}
5765
Refresh();
5866
}
5967

src/libs/audio.cpp

Lines changed: 9 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -369,19 +369,24 @@ bool Audio::QueueSdlAudio(PortOut* port, const void* data, bool blocking) {
369369
}
370370

371371
if (blocking) {
372-
constexpr uint64_t target_latency_us = 40000;
372+
// More aggressive buffer management to prevent audio issues
373+
// during heavy GPU load (common in gameplay vs cutscene)
374+
constexpr uint64_t target_latency_us = 30000; // Slightly lower latency
373375
const auto buffer_us = port->freq != 0 ? (1000000ULL * port->samples_num) / port->freq : 0;
374376
const auto buffers =
375377
buffer_us != 0 ? static_cast<uint32_t>((target_latency_us + buffer_us - 1) / buffer_us)
376378
: 2u;
377-
const auto min_queued_size = queue_size * std::clamp(buffers, 2u, 16u);
379+
const auto min_queued_size = queue_size * std::clamp(buffers, 2u, 8u); // Smaller max
378380
const auto wait_start = LibKernel::KernelGetProcessTime();
381+
// Timeout faster to avoid blocking the game thread
382+
const uint64_t timeout_us = 100000; // 100ms max wait
379383
while (SDL_GetQueuedAudioSize(port->audio_device) > min_queued_size) {
380-
if (LibKernel::KernelGetProcessTime() - wait_start > 200000) {
384+
if (LibKernel::KernelGetProcessTime() - wait_start > timeout_us) {
385+
// Force clear if we're waiting too long - prevents audio stutter
381386
SDL_ClearQueuedAudio(port->audio_device);
382387
break;
383388
}
384-
Common::Thread::SleepMicro(1000);
389+
Common::Thread::SleepMicro(500); // Sleep less to check more frequently
385390
}
386391
}
387392

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