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 <joshua@xxxxxxxxx>
Cc: Friedrich Vock <friedrich.vock@xxxxxx>
Cc: Bas Nieuwenhuizen <bas@xxxxxxxxxxxxxxxxxxx>
Cc: Christian König <christian.koenig@xxxxxxx>
Cc: André Almeida <andrealmeid@xxxxxxxxxx>
Cc: stable@xxxxxxxxxxxxxxx
---
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);