forked from Mirror/Ryujinx
Enqueue frame before signalling the frame is ready. (#2722)
It seems that certain games (Link's Awakening, Xenoblade DE) had their fences reached already when posting framebuffers, so the signal that a frame was ready would go out _before_ the frame was enqueued, and the render loop would fail to dequeue anything and "skip" a frame. This was resulting in their performance lowering dramatically after some loading transitions, as a frame signal would be consumed and presentation would be one frame behind. It's possible this might have eventually caused deadlocks in these games or others, if it happened twice.
This commit is contained in:
parent
0bce4a074a
commit
a2c6cd5132
1 changed files with 14 additions and 14 deletions
|
@ -370,20 +370,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
Item = item
|
||||
};
|
||||
|
||||
if (item.Fence.FenceCount == 0)
|
||||
{
|
||||
_device.Gpu.Window.SignalFrameReady();
|
||||
_device.Gpu.GPFifo.Interrupt();
|
||||
}
|
||||
else
|
||||
{
|
||||
item.Fence.RegisterCallback(_device.Gpu, () =>
|
||||
{
|
||||
_device.Gpu.Window.SignalFrameReady();
|
||||
_device.Gpu.GPFifo.Interrupt();
|
||||
});
|
||||
}
|
||||
|
||||
_device.Gpu.Window.EnqueueFrameThreadSafe(
|
||||
layer.Owner,
|
||||
frameBufferAddress,
|
||||
|
@ -398,6 +384,20 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
AcquireBuffer,
|
||||
ReleaseBuffer,
|
||||
textureCallbackInformation);
|
||||
|
||||
if (item.Fence.FenceCount == 0)
|
||||
{
|
||||
_device.Gpu.Window.SignalFrameReady();
|
||||
_device.Gpu.GPFifo.Interrupt();
|
||||
}
|
||||
else
|
||||
{
|
||||
item.Fence.RegisterCallback(_device.Gpu, () =>
|
||||
{
|
||||
_device.Gpu.Window.SignalFrameReady();
|
||||
_device.Gpu.GPFifo.Interrupt();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private void ReleaseBuffer(object obj)
|
||||
|
|
Loading…
Reference in a new issue