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authorThog <me@thog.eu>2020-04-22 06:10:27 +0200
committerGitHub <noreply@github.com>2020-04-22 14:10:27 +1000
commit36749c358d85dd0bc7f1e4a36a0b607fc0f724d5 (patch)
tree0c24eb54082b80e8f15aa8138a3e85c5c4e89675 /Ryujinx.Graphics.Gpu/Synchronization/SynchronizationManager.cs
parent03711dd7b5d44e20fb45c728803ea6b9599dec87 (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.cs18
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);
}