diff options
| author | riperiperi <rhy3756547@hotmail.com> | 2020-12-17 18:39:52 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-12-17 19:39:52 +0100 |
| commit | 10aa11ce13291cf2ea2aeb751838c65c45fdc0ba (patch) | |
| tree | 3ace1ad77af0fdbfc37ffdee86c24afb5fec97c8 /Ryujinx.Graphics.Gpu/Engine | |
| parent | eae39f80e7ca9ab220e9884c2457c934c2488e00 (diff) | |
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.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs index 28430f21..25614a13 100644 --- a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs +++ b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs @@ -66,6 +66,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo private readonly AutoResetEvent _event; private readonly GPFifoProcessor _processor; + private bool _interrupt; + /// <summary> /// Creates a new instance of the GPU General Purpose FIFO device. /// </summary> @@ -163,7 +165,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo /// <returns>True if commands were received, false if wait timed out</returns> public bool WaitForCommands() { - return _event.WaitOne(8) && !_commandBufferQueue.IsEmpty; + return !_commandBufferQueue.IsEmpty || (_event.WaitOne(8) && !_commandBufferQueue.IsEmpty); } /// <summary> @@ -171,13 +173,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo /// </summary> public void DispatchCalls() { - while (_ibEnable && _commandBufferQueue.TryDequeue(out CommandBuffer entry)) + while (_ibEnable && !_interrupt && _commandBufferQueue.TryDequeue(out CommandBuffer entry)) { _currentCommandBuffer = entry; _currentCommandBuffer.Fetch(_context); _processor.Process(_currentCommandBuffer.Words); } + + _interrupt = false; + } + + /// <summary> + /// Interrupts command processing. This will break out of the DispatchCalls loop. + /// </summary> + public void Interrupt() + { + _interrupt = true; } /// <summary> |
