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author | Thog <me@thog.eu> | 2020-04-22 06:10:27 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-04-22 14:10:27 +1000 |
commit | 36749c358d85dd0bc7f1e4a36a0b607fc0f724d5 (patch) | |
tree | 0c24eb54082b80e8f15aa8138a3e85c5c4e89675 /Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs | |
parent | 03711dd7b5d44e20fb45c728803ea6b9599dec87 (diff) |
SurfaceFlinger v2 (#981)
* Rewrite SurfaceFlinger
Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it)
TODO: support swap interval properly and reintroduce disabled "game vsync" support.
* Some fixes for SetBufferCount
* uncomment a test from last commit
* SurfaceFlinger: don't free the graphic buffer in SetBufferCount
* SurfaceFlinger: Implement swap interval correctly
* SurfaceFlinger: Reintegrate Game VSync toggle
* SurfaceFlinger: do not push a fence on buffer release on the consumer side
* Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side"
This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad.
* Make the game vsync toggle work dynamically again
* Unregister producer's Binder object when closing layer
* Address ripinperi's comments
* Add a timeout on syncpoint wait operation
Syncpoint aren't supposed to be waited on for more than a second.
This effectively workaround issues caused by not having a channel
scheduling in place yet.
PS: Also introduce Android WaitForever warning about fence being not
signaled for 3s
* Fix a print of previous commit
* Address Ac_K's comments
* Address gdkchan's comments
* Address final comments
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs | 18 |
1 files changed, 17 insertions, 1 deletions
diff --git a/Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs b/Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs index 18f614bb..2c9f383a 100644 --- a/Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs +++ b/Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs @@ -1,4 +1,5 @@ -using System; +using Ryujinx.Common.Logging; +using System; using System.Threading; namespace Ryujinx.Graphics.Gpu.Synchronization @@ -111,6 +112,16 @@ namespace Ryujinx.Graphics.Gpu.Synchronization throw new ArgumentOutOfRangeException(nameof(id)); } + bool warnAboutTimeout = false; + + // TODO: Remove this when GPU channel scheduling will be implemented. + if (timeout == Timeout.InfiniteTimeSpan) + { + timeout = TimeSpan.FromSeconds(1); + + warnAboutTimeout = true; + } + using (ManualResetEvent waitEvent = new ManualResetEvent(false)) { var info = _syncpoints[id].RegisterCallback(threshold, () => waitEvent.Set()); @@ -124,6 +135,11 @@ namespace Ryujinx.Graphics.Gpu.Synchronization if (!signaled && info != null) { + if (warnAboutTimeout) + { + Logger.PrintError(LogClass.Gpu, $"Wait on syncpoint {id} for threshold {threshold} took more than {timeout.TotalMilliseconds}ms, resuming execution..."); + } + _syncpoints[id].UnregisterCallback(info); } |