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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.
riperiperi hace 4 años
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commit
a2c6cd5132
Se han modificado 1 ficheros con 14 adiciones y 14 borrados
  1. 14 14
      Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs

+ 14 - 14
Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs

@@ -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)