diff --git a/wgpu-core/src/device/queue.rs b/wgpu-core/src/device/queue.rs index 5c6cb87c7c..dfe0caa238 100644 --- a/wgpu-core/src/device/queue.rs +++ b/wgpu-core/src/device/queue.rs @@ -147,37 +147,75 @@ impl Drop for Queue { .load(Ordering::Acquire); let fence = self.device.fence.read(); - let wait_res = unsafe { - self.device.raw().wait( - fence.as_ref(), - last_successful_submission_index, - #[cfg(not(target_arch = "wasm32"))] - crate::device::CLEANUP_WAIT_MS, - #[cfg(target_arch = "wasm32")] - 0, // WebKit and Chromium don't support a non-0 timeout - ) - }; - drop(fence); - match wait_res { - Ok(true) => {} - // Note: If we don't panic here we are in UB land (destroying resources while they are still in use by the GPU). - Ok(false) => { - // It's fine that we timed out on WebGL; GL objects can be deleted early as they - // will be kept around by the driver if GPU work hasn't finished. - // Moreover, the way we emulate read mappings on WebGL allows us to execute map_buffer earlier than on other - // backends since getBufferSubData is synchronous with respect to the other previously enqueued GL commands. - // TODO: Relying on this behavior breaks the clean abstraction wgpu-hal tries to maintain and - // we should find ways to improve this. - #[cfg(not(target_arch = "wasm32"))] - panic!("We timed out while waiting on the last successful submission to complete!"); - } - Err(e) => { - panic!( - "We ran into an error while waiting on the last successful submission to complete! - {e}" - ); + // Try waiting on the last submission using the following sequence of timeouts + let timeouts_in_ms = [100, 200, 400, 800, 1600, 3200]; + + for (i, timeout_ms) in timeouts_in_ms.into_iter().enumerate() { + let is_last_iter = i == timeouts_in_ms.len() - 1; + + api_log!( + "Waiting on last submission. try: {}/{}. timeout: {}ms", + i + 1, + timeouts_in_ms.len(), + timeout_ms + ); + + let wait_res = unsafe { + self.device.raw().wait( + fence.as_ref(), + last_successful_submission_index, + #[cfg(not(target_arch = "wasm32"))] + timeout_ms, + #[cfg(target_arch = "wasm32")] + 0, // WebKit and Chromium don't support a non-0 timeout + ) + }; + // Note: If we don't panic below we are in UB land (destroying resources while they are still in use by the GPU). + match wait_res { + Ok(true) => break, + Ok(false) => { + // It's fine that we timed out on WebGL; GL objects can be deleted early as they + // will be kept around by the driver if GPU work hasn't finished. + // Moreover, the way we emulate read mappings on WebGL allows us to execute map_buffer earlier than on other + // backends since getBufferSubData is synchronous with respect to the other previously enqueued GL commands. + // TODO: Relying on this behavior breaks the clean abstraction wgpu-hal tries to maintain and + // we should find ways to improve this. + #[cfg(target_arch = "wasm32")] + { + break; + } + #[cfg(not(target_arch = "wasm32"))] + { + if is_last_iter { + panic!( + "We timed out while waiting on the last successful submission to complete!" + ); + } + } + } + Err(e) => match e { + hal::DeviceError::OutOfMemory => { + if is_last_iter { + panic!( + "We ran into an OOM error while waiting on the last successful submission to complete!" + ); + } + } + hal::DeviceError::Lost => { + self.device.handle_hal_error(e); // will lose the device + break; + } + hal::DeviceError::ResourceCreationFailed => unreachable!(), + hal::DeviceError::Unexpected => { + panic!( + "We ran into an unexpected error while waiting on the last successful submission to complete!" + ); + } + }, } } + drop(fence); let snatch_guard = self.device.snatchable_lock.read(); let (submission_closures, mapping_closures, queue_empty) =