Interrupt GPU command processing when a frame's fence is reached. (#1741)

* Interrupt GPU command processing when a frame's fence is reached.

* Accumulate times rather than %s

* Accurate timer for vsync

Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)

* Use event wait for better timing.

* Fix lazy wait

Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.

* A bit more efficiency on frame waits.

Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)

* Better swap interval 0 solution

737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)

* Fix comment.

* Address Comments.
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riperiperi 2020-12-17 18:39:52 +00:00 committed by GitHub
parent eae39f80e7
commit 10aa11ce13
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9 changed files with 146 additions and 30 deletions

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@ -46,6 +46,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
public const int BufferHistoryArraySize = 8;
public event Action BufferQueued;
public BufferQueueCore(Switch device, long pid)
{
Slots = new BufferSlotArray();
@ -197,6 +199,11 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
WaitForLock();
}
public void SignalQueueEvent()
{
BufferQueued?.Invoke();
}
private void WaitForLock()
{
if (Active)