Ryujinx/Ryujinx.HLE/HOS/Services/SurfaceFlinger/Types/AndroidFence.cs
riperiperi 10aa11ce13
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.
2020-12-17 19:39:52 +01:00

96 lines
No EOL
2.5 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu;
using Ryujinx.HLE.HOS.Services.Nv.Types;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Threading;
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x24)]
struct AndroidFence : IFlattenable
{
public int FenceCount;
private byte _fenceStorageStart;
private Span<byte> _storage => MemoryMarshal.CreateSpan(ref _fenceStorageStart, Unsafe.SizeOf<NvFence>() * 4);
public Span<NvFence> NvFences => MemoryMarshal.Cast<byte, NvFence>(_storage);
public static AndroidFence NoFence
{
get
{
AndroidFence fence = new AndroidFence
{
FenceCount = 0
};
fence.NvFences[0].Id = NvFence.InvalidSyncPointId;
return fence;
}
}
public void AddFence(NvFence fence)
{
NvFences[FenceCount++] = fence;
}
public void WaitForever(GpuContext gpuContext)
{
bool hasTimeout = Wait(gpuContext, TimeSpan.FromMilliseconds(3000));
if (hasTimeout)
{
Logger.Error?.Print(LogClass.SurfaceFlinger, "Android fence didn't signal in 3000 ms");
Wait(gpuContext, Timeout.InfiniteTimeSpan);
}
}
public bool Wait(GpuContext gpuContext, TimeSpan timeout)
{
for (int i = 0; i < FenceCount; i++)
{
bool hasTimeout = NvFences[i].Wait(gpuContext, timeout);
if (hasTimeout)
{
return true;
}
}
return false;
}
public void RegisterCallback(GpuContext gpuContext, Action callback)
{
ref NvFence fence = ref NvFences[FenceCount - 1];
gpuContext.Synchronization.RegisterCallbackOnSyncpoint(fence.Id, fence.Value, callback);
}
public uint GetFlattenedSize()
{
return (uint)Unsafe.SizeOf<AndroidFence>();
}
public uint GetFdCount()
{
return 0;
}
public void Flatten(Parcel parcel)
{
parcel.WriteUnmanagedType(ref this);
}
public void Unflatten(Parcel parcel)
{
this = parcel.ReadUnmanagedType<AndroidFence>();
}
}
}