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.
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@ -66,6 +66,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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private readonly AutoResetEvent _event;
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private readonly GPFifoProcessor _processor;
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private bool _interrupt;
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/// <summary>
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/// Creates a new instance of the GPU General Purpose FIFO device.
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/// </summary>
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@ -163,7 +165,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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/// <returns>True if commands were received, false if wait timed out</returns>
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public bool WaitForCommands()
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{
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return _event.WaitOne(8) && !_commandBufferQueue.IsEmpty;
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return !_commandBufferQueue.IsEmpty || (_event.WaitOne(8) && !_commandBufferQueue.IsEmpty);
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}
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/// <summary>
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@ -171,13 +173,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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/// </summary>
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public void DispatchCalls()
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{
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while (_ibEnable && _commandBufferQueue.TryDequeue(out CommandBuffer entry))
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while (_ibEnable && !_interrupt && _commandBufferQueue.TryDequeue(out CommandBuffer entry))
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{
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_currentCommandBuffer = entry;
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_currentCommandBuffer.Fetch(_context);
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_processor.Process(_currentCommandBuffer.Words);
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}
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_interrupt = false;
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}
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/// <summary>
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/// Interrupts command processing. This will break out of the DispatchCalls loop.
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/// </summary>
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public void Interrupt()
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{
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_interrupt = true;
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}
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/// <summary>
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@ -2,6 +2,7 @@ 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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@ -69,6 +70,8 @@ namespace Ryujinx.Graphics.Gpu
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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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@ -157,5 +160,29 @@ namespace Ryujinx.Graphics.Gpu
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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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}
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@ -46,6 +46,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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public const int BufferHistoryArraySize = 8;
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public event Action BufferQueued;
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public BufferQueueCore(Switch device, long pid)
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{
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Slots = new BufferSlotArray();
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@ -197,6 +199,11 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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WaitForLock();
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}
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public void SignalQueueEvent()
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{
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BufferQueued?.Invoke();
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}
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private void WaitForLock()
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{
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if (Active)
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@ -486,6 +486,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Monitor.PulseAll(_callbackLock);
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}
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Core.SignalQueueEvent();
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return Status.Success;
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}
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@ -25,8 +25,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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private Stopwatch _chrono;
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private ManualResetEvent _event = new ManualResetEvent(false);
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private AutoResetEvent _nextFrameEvent = new AutoResetEvent(true);
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private long _ticks;
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private long _ticksPerFrame;
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private long _spinTicks;
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private long _1msTicks;
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private int _swapInterval;
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@ -61,8 +65,11 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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};
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_chrono = new Stopwatch();
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_chrono.Start();
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_ticks = 0;
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_spinTicks = Stopwatch.Frequency / 500;
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_1msTicks = Stopwatch.Frequency / 1000;
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UpdateSwapInterval(1);
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@ -76,6 +83,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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// If the swap interval is 0, Game VSync is disabled.
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if (_swapInterval == 0)
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{
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_nextFrameEvent.Set();
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_ticksPerFrame = 1;
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}
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else
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@ -129,6 +137,11 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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BufferQueueCore core = BufferQueue.CreateBufferQueue(_device, pid, out BufferQueueProducer producer, out BufferQueueConsumer consumer);
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core.BufferQueued += () =>
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{
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_nextFrameEvent.Set();
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};
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_layers.Add(layerId, new Layer
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{
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ProducerBinderId = HOSBinderDriverServer.RegisterBinderObject(producer),
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@ -189,11 +202,25 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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_isRunning = true;
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long lastTicks = _chrono.ElapsedTicks;
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while (_isRunning)
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{
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_ticks += _chrono.ElapsedTicks;
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long ticks = _chrono.ElapsedTicks;
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_chrono.Restart();
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if (_swapInterval == 0)
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{
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Compose();
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_device.System?.SignalVsync();
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_nextFrameEvent.WaitOne(17);
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lastTicks = ticks;
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}
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else
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{
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_ticks += ticks - lastTicks;
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lastTicks = ticks;
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if (_ticks >= _ticksPerFrame)
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{
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@ -201,11 +228,33 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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_device.System?.SignalVsync();
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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// Apply a maximum bound of 3 frames to the tick remainder, in case some event causes Ryujinx to pause for a long time or messes with the timer.
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame * 3);
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}
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// Sleep the minimal amount of time to avoid being too expensive.
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Thread.Sleep(1);
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// Sleep if possible. If the time til the next frame is too low, spin wait instead.
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long diff = _ticksPerFrame - (_ticks + _chrono.ElapsedTicks - ticks);
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if (diff > 0)
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{
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if (diff < _spinTicks)
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{
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do
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{
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// SpinWait is a little more HT/SMT friendly than aggressively updating/checking ticks.
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// The value of 5 still gives us quite a bit of precision (~0.0003ms variance at worst) while waiting a reasonable amount of time.
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Thread.SpinWait(5);
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ticks = _chrono.ElapsedTicks;
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_ticks += ticks - lastTicks;
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lastTicks = ticks;
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} while (_ticks < _ticksPerFrame);
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}
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else
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{
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_event.WaitOne((int)(diff / _1msTicks));
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}
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}
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}
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}
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}
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@ -299,6 +348,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Item = item,
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};
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item.Fence.RegisterCallback(_device.Gpu, () =>
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{
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_device.Gpu.Window.SignalFrameReady();
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_device.Gpu.GPFifo.Interrupt();
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});
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_device.Gpu.Window.EnqueueFrameThreadSafe(
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frameBufferAddress,
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frameBufferWidth,
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@ -66,6 +66,13 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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return false;
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}
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public void RegisterCallback(GpuContext gpuContext, Action callback)
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{
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ref NvFence fence = ref NvFences[FenceCount - 1];
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gpuContext.Synchronization.RegisterCallbackOnSyncpoint(fence.Id, fence.Value, callback);
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}
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public uint GetFlattenedSize()
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{
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return (uint)Unsafe.SizeOf<AndroidFence>();
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@ -16,12 +16,12 @@ namespace Ryujinx.HLE
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private double[] _previousFrameTime;
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private double[] _averagePercent;
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private double[] _accumulatedPercent;
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private double[] _accumulatedActiveTime;
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private double[] _percentLastEndTime;
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private double[] _percentStartTime;
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private long[] _framesRendered;
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private long[] _percentCount;
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private double[] _percentTime;
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private object[] _frameLock;
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private object[] _percentLock;
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@ -37,12 +37,12 @@ namespace Ryujinx.HLE
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_previousFrameTime = new double[1];
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_averagePercent = new double[1];
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_accumulatedPercent = new double[1];
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_accumulatedActiveTime = new double[1];
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_percentLastEndTime = new double[1];
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_percentStartTime = new double[1];
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_framesRendered = new long[1];
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_percentCount = new long[1];
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_percentTime = new double[1];
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_frameLock = new object[] { new object() };
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_percentLock = new object[] { new object() };
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@ -91,16 +91,16 @@ namespace Ryujinx.HLE
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lock (_percentLock[percentType])
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{
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if (_percentCount[percentType] > 0)
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if (_percentTime[percentType] > 0)
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{
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percent = _accumulatedPercent[percentType] / _percentCount[percentType];
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percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
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}
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_averagePercent[percentType] = percent;
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_percentCount[percentType] = 0;
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_percentTime[percentType] = 0;
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_accumulatedPercent[percentType] = 0;
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_accumulatedActiveTime[percentType] = 0;
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}
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}
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@ -138,13 +138,11 @@ namespace Ryujinx.HLE
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double elapsedTime = currentTime - _percentLastEndTime[percentType];
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double elapsedActiveTime = currentTime - _percentStartTime[percentType];
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double percentActive = (elapsedActiveTime / elapsedTime) * 100;
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lock (_percentLock[percentType])
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{
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_accumulatedPercent[percentType] += percentActive;
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_accumulatedActiveTime[percentType] += elapsedActiveTime;
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_percentCount[percentType]++;
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_percentTime[percentType] += elapsedTime;
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}
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_percentLastEndTime[percentType] = currentTime;
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Gpu.GPFifo.DispatchCalls();
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}
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public bool ConsumeFrameAvailable()
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{
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return Gpu.Window.ConsumeFrameAvailable();
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}
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public void PresentFrame(Action swapBuffersCallback)
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{
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Gpu.Window.Present(swapBuffersCallback);
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_device.Statistics.RecordFifoEnd();
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}
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while (_device.ConsumeFrameAvailable())
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{
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_device.PresentFrame(SwapBuffers);
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}
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if (_ticks >= _ticksPerFrame)
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{
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string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? "Docked" : "Handheld";
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float scale = Graphics.Gpu.GraphicsConfig.ResScale;
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if (scale != 1)
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@ -411,10 +418,6 @@ namespace Ryujinx.Ui
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dockedMode += $" ({scale}x)";
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}
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if (_ticks >= _ticksPerFrame)
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{
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_device.PresentFrame(SwapBuffers);
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StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
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_device.EnableDeviceVsync,
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dockedMode,
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