10aa11ce13
* 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.
188 lines
No EOL
6.9 KiB
C#
188 lines
No EOL
6.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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{
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using Texture = Image.Texture;
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/// <summary>
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/// GPU image presentation window.
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/// </summary>
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public class Window
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{
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private readonly GpuContext _context;
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/// <summary>
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/// Texture presented on the window.
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/// </summary>
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private struct PresentationTexture
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{
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/// <summary>
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/// Texture information.
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/// </summary>
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public TextureInfo Info { get; }
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/// <summary>
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/// Texture crop region.
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/// </summary>
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public ImageCrop Crop { get; }
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/// <summary>
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/// Texture acquire callback.
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/// </summary>
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public Action<GpuContext, object> AcquireCallback { get; }
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/// <summary>
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/// Texture release callback.
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/// </summary>
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public Action<object> ReleaseCallback { get; }
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/// <summary>
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/// User defined object, passed to the various callbacks.
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/// </summary>
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public object UserObj { get; }
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/// <summary>
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/// Creates a new instance of the presentation texture.
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/// </summary>
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/// <param name="info">Information of the texture to be presented</param>
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/// <param name="crop">Texture crop region</param>
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/// <param name="acquireCallback">Texture acquire callback</param>
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/// <param name="releaseCallback">Texture release callback</param>
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/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
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public PresentationTexture(
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TextureInfo info,
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ImageCrop crop,
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Action<GpuContext, object> acquireCallback,
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Action<object> releaseCallback,
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object userObj)
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{
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Info = info;
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Crop = crop;
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AcquireCallback = acquireCallback;
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ReleaseCallback = releaseCallback;
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UserObj = userObj;
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}
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}
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private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
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private int _framesAvailable;
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/// <summary>
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/// Creates a new instance of the GPU presentation window.
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/// </summary>
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/// <param name="context">GPU emulation context</param>
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public Window(GpuContext context)
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{
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_context = context;
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_frameQueue = new ConcurrentQueue<PresentationTexture>();
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}
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/// <summary>
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/// Enqueues a frame for presentation.
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/// This method is thread safe and can be called from any thread.
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/// When the texture is presented and not needed anymore, the release callback is called.
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/// It's an error to modify the texture after calling this method, before the release callback is called.
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/// </summary>
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/// <param name="address">CPU virtual address of the texture data</param>
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/// <param name="width">Texture width</param>
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/// <param name="height">Texture height</param>
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/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
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/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
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/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
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/// <param name="format">Texture format</param>
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/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
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/// <param name="crop">Texture crop region</param>
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/// <param name="acquireCallback">Texture acquire callback</param>
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/// <param name="releaseCallback">Texture release callback</param>
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/// <param name="userObj">User defined object passed to the release callback</param>
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public void EnqueueFrameThreadSafe(
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ulong address,
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int width,
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int height,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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Format format,
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int bytesPerPixel,
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ImageCrop crop,
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Action<GpuContext, object> acquireCallback,
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Action<object> releaseCallback,
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object userObj)
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{
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FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel, 4);
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TextureInfo info = new TextureInfo(
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address,
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width,
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height,
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1,
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1,
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1,
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1,
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stride,
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isLinear,
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gobBlocksInY,
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1,
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1,
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Target.Texture2D,
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formatInfo);
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_frameQueue.Enqueue(new PresentationTexture(info, crop, acquireCallback, releaseCallback, userObj));
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}
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/// <summary>
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/// Presents a texture on the queue.
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/// If the queue is empty, then no texture is presented.
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/// </summary>
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/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
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public void Present(Action swapBuffersCallback)
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{
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_context.AdvanceSequence();
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if (_frameQueue.TryDequeue(out PresentationTexture pt))
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{
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pt.AcquireCallback(_context, pt.UserObj);
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Texture texture = _context.Methods.TextureManager.FindOrCreateTexture(pt.Info, TextureSearchFlags.WithUpscale);
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texture.SynchronizeMemory();
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_context.Renderer.Window.Present(texture.HostTexture, pt.Crop);
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swapBuffersCallback();
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pt.ReleaseCallback(pt.UserObj);
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}
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}
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/// <summary>
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/// Indicate that a frame on the queue is ready to be acquired.
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/// </summary>
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public void SignalFrameReady()
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{
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Interlocked.Increment(ref _framesAvailable);
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}
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/// <summary>
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/// Determine if any frames are available, and decrement the available count if there are.
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/// </summary>
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/// <returns>True if a frame is available, false otherwise</returns>
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public bool ConsumeFrameAvailable()
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{
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if (Interlocked.CompareExchange(ref _framesAvailable, 0, 0) != 0)
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{
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Interlocked.Decrement(ref _framesAvailable);
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return true;
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}
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return false;
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}
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}
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} |