forked from Mirror/Ryujinx
1be668e68a
* feat: add nanosleep for linux and macos * Add Windows 0.5ms sleep - Imprecise waits for longer waits with clock alignment - 1/4 the spin time on vsync timer * Remove old experiment * Fix event leak * Tweaking for MacOS * Linux tweaks, nanosleep vsync improvement * Fix overbias * Cleanup * Fix realignment * Add some docs and some cleanup NanosleepPool needs more, Nanosleep has some benchmark code that needs removed. * Rename "Microsleep" to "PreciseSleep" Might have been confused with "microseconds", which no measurement is performed in. * Remove nanosleep measurement * Remove unused debug logging * Nanosleep Pool Documentation * More cleanup * Whitespace * Formatting * Address Feedback * Allow SleepUntilTimePoint to take EventWaitHandle * Remove `_chrono` stopwatch in SurfaceFlinger * Move spinwaiting logic to PreciseSleepHelper Technically, these achieve different things, but having them here makes them easier to reuse or tune.
104 lines
3.9 KiB
C#
104 lines
3.9 KiB
C#
using Ryujinx.Common.SystemInterop;
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using System;
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using System.Threading;
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namespace Ryujinx.Common.PreciseSleep
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{
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public static class PreciseSleepHelper
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{
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/// <summary>
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/// Create a precise sleep event for the current platform.
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/// </summary>
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/// <returns>A precise sleep event</returns>
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public static IPreciseSleepEvent CreateEvent()
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{
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if (OperatingSystem.IsLinux() || OperatingSystem.IsMacOS() || OperatingSystem.IsIOS() || OperatingSystem.IsAndroid())
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{
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return new NanosleepEvent();
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}
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else if (OperatingSystem.IsWindows())
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{
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return new WindowsSleepEvent();
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}
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else
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{
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return new SleepEvent();
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}
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}
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/// <summary>
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/// Sleeps up to the closest point to the timepoint that the OS reasonably allows.
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/// The provided event is used by the timer to wake the current thread, and should not be signalled from any other source.
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/// </summary>
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/// <param name="evt">Event used to wake this thread</param>
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/// <param name="timePoint">Target timepoint in host ticks</param>
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public static void SleepUntilTimePoint(EventWaitHandle evt, long timePoint)
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{
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if (OperatingSystem.IsWindows())
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{
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WindowsGranularTimer.Instance.SleepUntilTimePointWithoutExternalSignal(evt, timePoint);
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}
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else
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{
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// Events might oversleep by a little, depending on OS.
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// We don't want to miss the timepoint, so bias the wait to be lower.
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// Nanosleep can possibly handle it better, too.
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long accuracyBias = PerformanceCounter.TicksPerMillisecond / 2;
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long now = PerformanceCounter.ElapsedTicks + accuracyBias;
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long ms = Math.Min((timePoint - now) / PerformanceCounter.TicksPerMillisecond, int.MaxValue);
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if (ms > 0)
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{
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evt.WaitOne((int)ms);
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}
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if (OperatingSystem.IsLinux() || OperatingSystem.IsMacOS() || OperatingSystem.IsIOS() || OperatingSystem.IsAndroid())
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{
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// Do a nanosleep.
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now = PerformanceCounter.ElapsedTicks;
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long ns = ((timePoint - now) * 1_000_000) / PerformanceCounter.TicksPerMillisecond;
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Nanosleep.SleepAtMost(ns);
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}
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}
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}
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/// <summary>
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/// Spinwait until the given timepoint. If wakeSignal is or becomes 1, return early.
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/// Thread is allowed to yield.
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/// </summary>
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/// <param name="timePoint">Target timepoint in host ticks</param>
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/// <param name="wakeSignal">Returns early if this is set to 1</param>
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public static void SpinWaitUntilTimePoint(long timePoint, ref long wakeSignal)
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{
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SpinWait spinWait = new();
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while (Interlocked.Read(ref wakeSignal) != 1 && PerformanceCounter.ElapsedTicks < timePoint)
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{
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// Our time is close - don't let SpinWait go off and potentially Thread.Sleep().
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if (spinWait.NextSpinWillYield)
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{
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Thread.Yield();
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spinWait.Reset();
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}
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else
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{
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spinWait.SpinOnce();
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}
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}
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}
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/// <summary>
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/// Spinwait until the given timepoint, with no opportunity to wake early.
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/// </summary>
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/// <param name="timePoint">Target timepoint in host ticks</param>
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public static void SpinWaitUntilTimePoint(long timePoint)
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{
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while (PerformanceCounter.ElapsedTicks < timePoint)
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{
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Thread.SpinWait(5);
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}
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}
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}
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}
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