Am 07.03.24 um 20:04 schrieb Joshua Ashton:
Results in much more reliable soft recovery on
Steam Deck.

Waiting 500ms for a locked up shader is way to long I think. We could increase the 10ms to something like 20ms, but I really wouldn't go much over that.

This here just kills shaders which are in an endless loop, when that takes longer than 10-20ms we really have a hardware problem which needs a full reset to resolve.

Regards,
Christian.


Signed-off-by: Joshua Ashton <jos...@froggi.es>

Cc: Friedrich Vock <friedrich.v...@gmx.de>
Cc: Bas Nieuwenhuizen <b...@basnieuwenhuizen.nl>
Cc: Christian König <christian.koe...@amd.com>
Cc: André Almeida <andrealm...@igalia.com>
Cc: sta...@vger.kernel.org
---
  drivers/gpu/drm/amd/amdgpu/amdgpu_ring.c | 2 +-
  1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/drivers/gpu/drm/amd/amdgpu/amdgpu_ring.c 
b/drivers/gpu/drm/amd/amdgpu/amdgpu_ring.c
index 57c94901ed0a..be99db0e077e 100644
--- a/drivers/gpu/drm/amd/amdgpu/amdgpu_ring.c
+++ b/drivers/gpu/drm/amd/amdgpu/amdgpu_ring.c
@@ -448,7 +448,7 @@ bool amdgpu_ring_soft_recovery(struct amdgpu_ring *ring, 
unsigned int vmid,
        spin_unlock_irqrestore(fence->lock, flags);
atomic_inc(&ring->adev->gpu_reset_counter);
-       deadline = ktime_add_us(ktime_get(), 10000);
+       deadline = ktime_add_ms(ktime_get(), 500);
        while (!dma_fence_is_signaled(fence) &&
               ktime_to_ns(ktime_sub(deadline, ktime_get())) > 0)
                ring->funcs->soft_recovery(ring, vmid);

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