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authorriperiperi <rhy3756547@hotmail.com>2020-12-17 18:39:52 +0000
committerGitHub <noreply@github.com>2020-12-17 19:39:52 +0100
commit10aa11ce13291cf2ea2aeb751838c65c45fdc0ba (patch)
tree3ace1ad77af0fdbfc37ffdee86c24afb5fec97c8 /Ryujinx.Graphics.Gpu/Engine
parenteae39f80e7ca9ab220e9884c2457c934c2488e00 (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.cs16
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>