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.
This commit is contained in:
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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@ -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;
}
}
}