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/Window.cs | |
| 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/Window.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Window.cs | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Window.cs b/Ryujinx.Graphics.Gpu/Window.cs index cf5c01ef..9d269356 100644 --- a/Ryujinx.Graphics.Gpu/Window.cs +++ b/Ryujinx.Graphics.Gpu/Window.cs @@ -2,6 +2,7 @@ using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using System; using System.Collections.Concurrent; +using System.Threading; namespace Ryujinx.Graphics.Gpu { @@ -69,6 +70,8 @@ namespace Ryujinx.Graphics.Gpu private readonly ConcurrentQueue<PresentationTexture> _frameQueue; + private int _framesAvailable; + /// <summary> /// Creates a new instance of the GPU presentation window. /// </summary> @@ -157,5 +160,29 @@ namespace Ryujinx.Graphics.Gpu pt.ReleaseCallback(pt.UserObj); } } + + /// <summary> + /// Indicate that a frame on the queue is ready to be acquired. + /// </summary> + public void SignalFrameReady() + { + Interlocked.Increment(ref _framesAvailable); + } + + /// <summary> + /// Determine if any frames are available, and decrement the available count if there are. + /// </summary> + /// <returns>True if a frame is available, false otherwise</returns> + public bool ConsumeFrameAvailable() + { + if (Interlocked.CompareExchange(ref _framesAvailable, 0, 0) != 0) + { + Interlocked.Decrement(ref _framesAvailable); + + return true; + } + + return false; + } } }
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