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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@ -16,12 +16,12 @@ namespace Ryujinx.HLE
private double[] _previousFrameTime;
private double[] _averagePercent;
private double[] _accumulatedPercent;
private double[] _accumulatedActiveTime;
private double[] _percentLastEndTime;
private double[] _percentStartTime;
private long[] _framesRendered;
private long[] _percentCount;
private long[] _framesRendered;
private double[] _percentTime;
private object[] _frameLock;
private object[] _percentLock;
@ -36,13 +36,13 @@ namespace Ryujinx.HLE
_accumulatedFrameTime = new double[1];
_previousFrameTime = new double[1];
_averagePercent = new double[1];
_accumulatedPercent = new double[1];
_percentLastEndTime = new double[1];
_percentStartTime = new double[1];
_averagePercent = new double[1];
_accumulatedActiveTime = new double[1];
_percentLastEndTime = new double[1];
_percentStartTime = new double[1];
_framesRendered = new long[1];
_percentCount = new long[1];
_percentTime = new double[1];
_frameLock = new object[] { new object() };
_percentLock = new object[] { new object() };
@ -91,16 +91,16 @@ namespace Ryujinx.HLE
lock (_percentLock[percentType])
{
if (_percentCount[percentType] > 0)
if (_percentTime[percentType] > 0)
{
percent = _accumulatedPercent[percentType] / _percentCount[percentType];
percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
}
_averagePercent[percentType] = percent;
_percentCount[percentType] = 0;
_percentTime[percentType] = 0;
_accumulatedPercent[percentType] = 0;
_accumulatedActiveTime[percentType] = 0;
}
}
@ -138,13 +138,11 @@ namespace Ryujinx.HLE
double elapsedTime = currentTime - _percentLastEndTime[percentType];
double elapsedActiveTime = currentTime - _percentStartTime[percentType];
double percentActive = (elapsedActiveTime / elapsedTime) * 100;
lock (_percentLock[percentType])
{
_accumulatedPercent[percentType] += percentActive;
_accumulatedActiveTime[percentType] += elapsedActiveTime;
_percentCount[percentType]++;
_percentTime[percentType] += elapsedTime;
}
_percentLastEndTime[percentType] = currentTime;