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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.
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0bce4a074a
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1 changed files with 14 additions and 14 deletions
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@ -370,20 +370,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Item = item
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Item = item
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};
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};
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if (item.Fence.FenceCount == 0)
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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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else
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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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}
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_device.Gpu.Window.EnqueueFrameThreadSafe(
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_device.Gpu.Window.EnqueueFrameThreadSafe(
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layer.Owner,
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layer.Owner,
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frameBufferAddress,
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frameBufferAddress,
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@ -398,6 +384,20 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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AcquireBuffer,
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AcquireBuffer,
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ReleaseBuffer,
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ReleaseBuffer,
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textureCallbackInformation);
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textureCallbackInformation);
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if (item.Fence.FenceCount == 0)
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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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else
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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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}
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}
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}
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private void ReleaseBuffer(object obj)
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private void ReleaseBuffer(object obj)
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