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authorriperiperi <rhy3756547@hotmail.com>2022-01-27 21:50:32 +0000
committerGitHub <noreply@github.com>2022-01-27 22:50:32 +0100
commitc52158b73361bd25364c23c2b39780d2e626c858 (patch)
treea056a63061665370c2bcbd5007b34a4c022b6735 /Ryujinx.Graphics.Texture/OffsetCalculator.cs
parentfd6d3ec88fd7233190388ae6eefd9dc2488453a0 (diff)
Add timestamp to 16-byte/4-word semaphore releases. (#3049)1.1.11
* Add timestamp to 16-byte semaphore releases. BOTW was reading a ulong 8 bytes after a semaphore return. Turns out this is the timestamp it was trying to do performance calculation with, so I've made it write when necessary. This mode was also added to the DMA semaphore I added recently, as it is required by a few games. (i think quake?) The timestamp code has been moved to GPU context. Check other games with an unusually low framerate cap or dynamic resolution to see if they have improved. * Cast dma semaphore payload to ulong to fill the space * Write timestamp first Might be just worrying too much, but we don't want the applcation reading timestamp if it sees the payload before timestamp is written.
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