mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-24 10:10:12 +01:00
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.
This commit is contained in:
parent
eae39f80e7
commit
10aa11ce13
@ -66,6 +66,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
|
||||
private readonly AutoResetEvent _event;
|
||||
private readonly GPFifoProcessor _processor;
|
||||
|
||||
private bool _interrupt;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU General Purpose FIFO device.
|
||||
/// </summary>
|
||||
@ -163,7 +165,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
|
||||
/// <returns>True if commands were received, false if wait timed out</returns>
|
||||
public bool WaitForCommands()
|
||||
{
|
||||
return _event.WaitOne(8) && !_commandBufferQueue.IsEmpty;
|
||||
return !_commandBufferQueue.IsEmpty || (_event.WaitOne(8) && !_commandBufferQueue.IsEmpty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -171,13 +173,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
|
||||
/// </summary>
|
||||
public void DispatchCalls()
|
||||
{
|
||||
while (_ibEnable && _commandBufferQueue.TryDequeue(out CommandBuffer entry))
|
||||
while (_ibEnable && !_interrupt && _commandBufferQueue.TryDequeue(out CommandBuffer entry))
|
||||
{
|
||||
_currentCommandBuffer = entry;
|
||||
_currentCommandBuffer.Fetch(_context);
|
||||
|
||||
_processor.Process(_currentCommandBuffer.Words);
|
||||
}
|
||||
|
||||
_interrupt = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interrupts command processing. This will break out of the DispatchCalls loop.
|
||||
/// </summary>
|
||||
public void Interrupt()
|
||||
{
|
||||
_interrupt = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2,6 +2,7 @@ using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Threading;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
@ -69,6 +70,8 @@ namespace Ryujinx.Graphics.Gpu
|
||||
|
||||
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
|
||||
|
||||
private int _framesAvailable;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU presentation window.
|
||||
/// </summary>
|
||||
@ -157,5 +160,29 @@ namespace Ryujinx.Graphics.Gpu
|
||||
pt.ReleaseCallback(pt.UserObj);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicate that a frame on the queue is ready to be acquired.
|
||||
/// </summary>
|
||||
public void SignalFrameReady()
|
||||
{
|
||||
Interlocked.Increment(ref _framesAvailable);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine if any frames are available, and decrement the available count if there are.
|
||||
/// </summary>
|
||||
/// <returns>True if a frame is available, false otherwise</returns>
|
||||
public bool ConsumeFrameAvailable()
|
||||
{
|
||||
if (Interlocked.CompareExchange(ref _framesAvailable, 0, 0) != 0)
|
||||
{
|
||||
Interlocked.Decrement(ref _framesAvailable);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@ -46,6 +46,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
|
||||
public const int BufferHistoryArraySize = 8;
|
||||
|
||||
public event Action BufferQueued;
|
||||
|
||||
public BufferQueueCore(Switch device, long pid)
|
||||
{
|
||||
Slots = new BufferSlotArray();
|
||||
@ -197,6 +199,11 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
WaitForLock();
|
||||
}
|
||||
|
||||
public void SignalQueueEvent()
|
||||
{
|
||||
BufferQueued?.Invoke();
|
||||
}
|
||||
|
||||
private void WaitForLock()
|
||||
{
|
||||
if (Active)
|
||||
|
@ -486,6 +486,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
Monitor.PulseAll(_callbackLock);
|
||||
}
|
||||
|
||||
Core.SignalQueueEvent();
|
||||
|
||||
return Status.Success;
|
||||
}
|
||||
|
||||
|
@ -25,8 +25,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
|
||||
private Stopwatch _chrono;
|
||||
|
||||
private ManualResetEvent _event = new ManualResetEvent(false);
|
||||
private AutoResetEvent _nextFrameEvent = new AutoResetEvent(true);
|
||||
private long _ticks;
|
||||
private long _ticksPerFrame;
|
||||
private long _spinTicks;
|
||||
private long _1msTicks;
|
||||
|
||||
private int _swapInterval;
|
||||
|
||||
@ -61,8 +65,11 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
};
|
||||
|
||||
_chrono = new Stopwatch();
|
||||
_chrono.Start();
|
||||
|
||||
_ticks = 0;
|
||||
_spinTicks = Stopwatch.Frequency / 500;
|
||||
_1msTicks = Stopwatch.Frequency / 1000;
|
||||
|
||||
UpdateSwapInterval(1);
|
||||
|
||||
@ -76,6 +83,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
// If the swap interval is 0, Game VSync is disabled.
|
||||
if (_swapInterval == 0)
|
||||
{
|
||||
_nextFrameEvent.Set();
|
||||
_ticksPerFrame = 1;
|
||||
}
|
||||
else
|
||||
@ -129,6 +137,11 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
|
||||
BufferQueueCore core = BufferQueue.CreateBufferQueue(_device, pid, out BufferQueueProducer producer, out BufferQueueConsumer consumer);
|
||||
|
||||
core.BufferQueued += () =>
|
||||
{
|
||||
_nextFrameEvent.Set();
|
||||
};
|
||||
|
||||
_layers.Add(layerId, new Layer
|
||||
{
|
||||
ProducerBinderId = HOSBinderDriverServer.RegisterBinderObject(producer),
|
||||
@ -189,23 +202,59 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
{
|
||||
_isRunning = true;
|
||||
|
||||
long lastTicks = _chrono.ElapsedTicks;
|
||||
|
||||
while (_isRunning)
|
||||
{
|
||||
_ticks += _chrono.ElapsedTicks;
|
||||
long ticks = _chrono.ElapsedTicks;
|
||||
|
||||
_chrono.Restart();
|
||||
|
||||
if (_ticks >= _ticksPerFrame)
|
||||
if (_swapInterval == 0)
|
||||
{
|
||||
Compose();
|
||||
|
||||
_device.System?.SignalVsync();
|
||||
|
||||
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
|
||||
_nextFrameEvent.WaitOne(17);
|
||||
lastTicks = ticks;
|
||||
}
|
||||
else
|
||||
{
|
||||
_ticks += ticks - lastTicks;
|
||||
lastTicks = ticks;
|
||||
|
||||
// Sleep the minimal amount of time to avoid being too expensive.
|
||||
Thread.Sleep(1);
|
||||
if (_ticks >= _ticksPerFrame)
|
||||
{
|
||||
Compose();
|
||||
|
||||
_device.System?.SignalVsync();
|
||||
|
||||
// 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.
|
||||
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame * 3);
|
||||
}
|
||||
|
||||
// Sleep if possible. If the time til the next frame is too low, spin wait instead.
|
||||
long diff = _ticksPerFrame - (_ticks + _chrono.ElapsedTicks - ticks);
|
||||
if (diff > 0)
|
||||
{
|
||||
if (diff < _spinTicks)
|
||||
{
|
||||
do
|
||||
{
|
||||
// SpinWait is a little more HT/SMT friendly than aggressively updating/checking ticks.
|
||||
// The value of 5 still gives us quite a bit of precision (~0.0003ms variance at worst) while waiting a reasonable amount of time.
|
||||
Thread.SpinWait(5);
|
||||
|
||||
ticks = _chrono.ElapsedTicks;
|
||||
_ticks += ticks - lastTicks;
|
||||
lastTicks = ticks;
|
||||
} while (_ticks < _ticksPerFrame);
|
||||
}
|
||||
else
|
||||
{
|
||||
_event.WaitOne((int)(diff / _1msTicks));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -299,6 +348,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
Item = item,
|
||||
};
|
||||
|
||||
item.Fence.RegisterCallback(_device.Gpu, () =>
|
||||
{
|
||||
_device.Gpu.Window.SignalFrameReady();
|
||||
_device.Gpu.GPFifo.Interrupt();
|
||||
});
|
||||
|
||||
_device.Gpu.Window.EnqueueFrameThreadSafe(
|
||||
frameBufferAddress,
|
||||
frameBufferWidth,
|
||||
|
@ -66,6 +66,13 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
||||
return false;
|
||||
}
|
||||
|
||||
public void RegisterCallback(GpuContext gpuContext, Action callback)
|
||||
{
|
||||
ref NvFence fence = ref NvFences[FenceCount - 1];
|
||||
|
||||
gpuContext.Synchronization.RegisterCallbackOnSyncpoint(fence.Id, fence.Value, callback);
|
||||
}
|
||||
|
||||
public uint GetFlattenedSize()
|
||||
{
|
||||
return (uint)Unsafe.SizeOf<AndroidFence>();
|
||||
|
@ -16,12 +16,12 @@ namespace Ryujinx.HLE
|
||||
private double[] _previousFrameTime;
|
||||
|
||||
private double[] _averagePercent;
|
||||
private double[] _accumulatedPercent;
|
||||
private double[] _accumulatedActiveTime;
|
||||
private double[] _percentLastEndTime;
|
||||
private double[] _percentStartTime;
|
||||
|
||||
private long[] _framesRendered;
|
||||
private long[] _percentCount;
|
||||
private long[] _framesRendered;
|
||||
private double[] _percentTime;
|
||||
|
||||
private object[] _frameLock;
|
||||
private object[] _percentLock;
|
||||
@ -36,13 +36,13 @@ namespace Ryujinx.HLE
|
||||
_accumulatedFrameTime = new double[1];
|
||||
_previousFrameTime = new double[1];
|
||||
|
||||
_averagePercent = new double[1];
|
||||
_accumulatedPercent = new double[1];
|
||||
_percentLastEndTime = new double[1];
|
||||
_percentStartTime = new double[1];
|
||||
_averagePercent = new double[1];
|
||||
_accumulatedActiveTime = new double[1];
|
||||
_percentLastEndTime = new double[1];
|
||||
_percentStartTime = new double[1];
|
||||
|
||||
_framesRendered = new long[1];
|
||||
_percentCount = new long[1];
|
||||
_percentTime = new double[1];
|
||||
|
||||
_frameLock = new object[] { new object() };
|
||||
_percentLock = new object[] { new object() };
|
||||
@ -91,16 +91,16 @@ namespace Ryujinx.HLE
|
||||
|
||||
lock (_percentLock[percentType])
|
||||
{
|
||||
if (_percentCount[percentType] > 0)
|
||||
if (_percentTime[percentType] > 0)
|
||||
{
|
||||
percent = _accumulatedPercent[percentType] / _percentCount[percentType];
|
||||
percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
|
||||
}
|
||||
|
||||
_averagePercent[percentType] = percent;
|
||||
|
||||
_percentCount[percentType] = 0;
|
||||
_percentTime[percentType] = 0;
|
||||
|
||||
_accumulatedPercent[percentType] = 0;
|
||||
_accumulatedActiveTime[percentType] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -138,13 +138,11 @@ namespace Ryujinx.HLE
|
||||
double elapsedTime = currentTime - _percentLastEndTime[percentType];
|
||||
double elapsedActiveTime = currentTime - _percentStartTime[percentType];
|
||||
|
||||
double percentActive = (elapsedActiveTime / elapsedTime) * 100;
|
||||
|
||||
lock (_percentLock[percentType])
|
||||
{
|
||||
_accumulatedPercent[percentType] += percentActive;
|
||||
_accumulatedActiveTime[percentType] += elapsedActiveTime;
|
||||
|
||||
_percentCount[percentType]++;
|
||||
_percentTime[percentType] += elapsedTime;
|
||||
}
|
||||
|
||||
_percentLastEndTime[percentType] = currentTime;
|
||||
|
@ -177,6 +177,11 @@ namespace Ryujinx.HLE
|
||||
Gpu.GPFifo.DispatchCalls();
|
||||
}
|
||||
|
||||
public bool ConsumeFrameAvailable()
|
||||
{
|
||||
return Gpu.Window.ConsumeFrameAvailable();
|
||||
}
|
||||
|
||||
public void PresentFrame(Action swapBuffersCallback)
|
||||
{
|
||||
Gpu.Window.Present(swapBuffersCallback);
|
||||
|
@ -404,16 +404,19 @@ namespace Ryujinx.Ui
|
||||
_device.Statistics.RecordFifoEnd();
|
||||
}
|
||||
|
||||
string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? "Docked" : "Handheld";
|
||||
float scale = Graphics.Gpu.GraphicsConfig.ResScale;
|
||||
if (scale != 1)
|
||||
while (_device.ConsumeFrameAvailable())
|
||||
{
|
||||
dockedMode += $" ({scale}x)";
|
||||
_device.PresentFrame(SwapBuffers);
|
||||
}
|
||||
|
||||
if (_ticks >= _ticksPerFrame)
|
||||
{
|
||||
_device.PresentFrame(SwapBuffers);
|
||||
string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? "Docked" : "Handheld";
|
||||
float scale = Graphics.Gpu.GraphicsConfig.ResScale;
|
||||
if (scale != 1)
|
||||
{
|
||||
dockedMode += $" ({scale}x)";
|
||||
}
|
||||
|
||||
StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
|
||||
_device.EnableDeviceVsync,
|
||||
|
Loading…
Reference in New Issue
Block a user