forked from Mirror/Ryujinx
7b040e51b0
* kernel: Fix sleep timing accuracy This commit corrects some mistake while comparing reversing of kernel 13.x with our own. WaitAndCheckScheduledObjects timing accuracy was also improved. * Make KTimeManager.WaitAndCheckScheduledObjects spin wait for sub milliseconds Fix performance regression on Pokemon Let's Go games and possibly others. * Address rip's comment * kernel: Fix issues with timeout of -1 (0xFFFFFFFF) Fixes possible hang on Pokemon DP and possibly others
181 lines
No EOL
5.7 KiB
C#
181 lines
No EOL
5.7 KiB
C#
using Ryujinx.Common;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Kernel.Common
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{
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class KTimeManager : IDisposable
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{
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public static readonly long DefaultTimeIncrementNanoseconds = ConvertGuestTicksToNanoseconds(2);
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private class WaitingObject
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{
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public IKFutureSchedulerObject Object { get; }
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public long TimePoint { get; }
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public WaitingObject(IKFutureSchedulerObject schedulerObj, long timePoint)
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{
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Object = schedulerObj;
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TimePoint = timePoint;
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}
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}
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private readonly KernelContext _context;
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private readonly List<WaitingObject> _waitingObjects;
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private AutoResetEvent _waitEvent;
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private bool _keepRunning;
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private long _enforceWakeupFromSpinWait;
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public KTimeManager(KernelContext context)
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{
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_context = context;
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_waitingObjects = new List<WaitingObject>();
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_keepRunning = true;
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Thread work = new Thread(WaitAndCheckScheduledObjects)
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{
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Name = "HLE.TimeManager"
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};
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work.Start();
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}
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public void ScheduleFutureInvocation(IKFutureSchedulerObject schedulerObj, long timeout)
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{
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long timePoint = PerformanceCounter.ElapsedTicks + ConvertNanosecondsToHostTicks(timeout);
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lock (_context.CriticalSection.Lock)
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{
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_waitingObjects.Add(new WaitingObject(schedulerObj, timePoint));
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if (timeout < 1000000)
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{
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Interlocked.Exchange(ref _enforceWakeupFromSpinWait, 1);
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}
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}
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_waitEvent.Set();
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}
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public void UnscheduleFutureInvocation(IKFutureSchedulerObject schedulerObj)
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{
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lock (_context.CriticalSection.Lock)
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{
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_waitingObjects.RemoveAll(x => x.Object == schedulerObj);
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}
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}
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private void WaitAndCheckScheduledObjects()
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{
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SpinWait spinWait = new SpinWait();
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WaitingObject next;
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using (_waitEvent = new AutoResetEvent(false))
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{
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while (_keepRunning)
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{
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lock (_context.CriticalSection.Lock)
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{
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Interlocked.Exchange(ref _enforceWakeupFromSpinWait, 0);
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next = _waitingObjects.OrderBy(x => x.TimePoint).FirstOrDefault();
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}
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if (next != null)
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{
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long timePoint = PerformanceCounter.ElapsedTicks;
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if (next.TimePoint > timePoint)
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{
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long ms = Math.Min((next.TimePoint - timePoint) / PerformanceCounter.TicksPerMillisecond, int.MaxValue);
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if (ms > 0)
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{
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_waitEvent.WaitOne((int)ms);
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}
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else
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{
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while (Interlocked.Read(ref _enforceWakeupFromSpinWait) != 1 && PerformanceCounter.ElapsedTicks <= next.TimePoint)
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{
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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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spinWait.SpinOnce();
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}
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spinWait.Reset();
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}
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}
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bool timeUp = PerformanceCounter.ElapsedTicks >= next.TimePoint;
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if (timeUp)
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{
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lock (_context.CriticalSection.Lock)
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{
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if (_waitingObjects.Remove(next))
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{
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next.Object.TimeUp();
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}
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}
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}
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}
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else
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{
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_waitEvent.WaitOne();
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}
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}
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}
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}
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public static long ConvertNanosecondsToMilliseconds(long time)
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{
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time /= 1000000;
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if ((ulong)time > int.MaxValue)
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{
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return int.MaxValue;
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}
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return time;
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}
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public static long ConvertMillisecondsToNanoseconds(long time)
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{
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return time * 1000000;
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}
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public static long ConvertNanosecondsToHostTicks(long ns)
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{
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long nsDiv = ns / 1000000000;
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long nsMod = ns % 1000000000;
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long tickDiv = PerformanceCounter.TicksPerSecond / 1000000000;
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long tickMod = PerformanceCounter.TicksPerSecond % 1000000000;
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long baseTicks = (nsMod * tickMod + PerformanceCounter.TicksPerSecond - 1) / 1000000000;
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return (nsDiv * tickDiv) * 1000000000 + nsDiv * tickMod + nsMod * tickDiv + baseTicks;
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}
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public static long ConvertGuestTicksToNanoseconds(long ticks)
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{
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return (long)Math.Ceiling(ticks * (1000000000.0 / 19200000.0));
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}
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public static long ConvertHostTicksToTicks(long time)
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{
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return (long)((time / (double)PerformanceCounter.TicksPerSecond) * 19200000.0);
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}
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public void Dispose()
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{
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_keepRunning = false;
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_waitEvent?.Set();
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}
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}
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} |