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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. |
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.. | ||
Exceptions | ||
FileSystem | ||
HOS | ||
Loaders | ||
Ui | ||
Utilities | ||
HLEConfiguration.cs | ||
Homebrew.npdm | ||
MemoryConfiguration.cs | ||
PerformanceStatistics.cs | ||
Ryujinx.HLE.csproj | ||
Switch.cs |