Ryujinx-uplift/Ryujinx.HLE
riperiperi a2c6cd5132
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.
2021-10-12 23:29:50 +02:00
..
Exceptions hos: Cleanup the project (#2634) 2021-09-15 01:24:49 +02:00
FileSystem hos: Cleanup the project (#2634) 2021-09-15 01:24:49 +02:00
HOS Enqueue frame before signalling the frame is ready. (#2722) 2021-10-12 23:29:50 +02:00
Loaders hos: Cleanup the project (#2634) 2021-09-15 01:24:49 +02:00
Ui Inline software keyboard without input pop up dialog (#2180) 2021-10-12 21:54:21 +02:00
Utilities hos: Cleanup the project (#2634) 2021-09-15 01:24:49 +02:00
HLEConfiguration.cs Inline software keyboard without input pop up dialog (#2180) 2021-10-12 21:54:21 +02:00
Homebrew.npdm Better process implementation (#491) 2018-11-28 20:18:09 -02:00
MemoryConfiguration.cs hos: Cleanup the project (#2634) 2021-09-15 01:24:49 +02:00
PerformanceStatistics.cs Adjustments to framerate metric and addition of frametime (#2638) 2021-09-15 02:26:10 +02:00
Ryujinx.HLE.csproj Inline software keyboard without input pop up dialog (#2180) 2021-10-12 21:54:21 +02:00
Switch.cs Inline software keyboard without input pop up dialog (#2180) 2021-10-12 21:54:21 +02:00