From 10aa11ce13291cf2ea2aeb751838c65c45fdc0ba Mon Sep 17 00:00:00 2001 From: riperiperi Date: Thu, 17 Dec 2020 18:39:52 +0000 Subject: 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. --- Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueProducer.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueProducer.cs') diff --git a/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueProducer.cs b/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueProducer.cs index 03df04ad..d4227f01 100644 --- a/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueProducer.cs +++ b/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueProducer.cs @@ -486,6 +486,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger Monitor.PulseAll(_callbackLock); } + Core.SignalQueueEvent(); + return Status.Success; } -- cgit v1.2.3