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authorriperiperi <rhy3756547@hotmail.com>2023-11-30 10:39:42 -0800
committerGitHub <noreply@github.com>2023-11-30 15:39:42 -0300
commit1be668e68a1937f2af239e2707ab914286018892 (patch)
treed3ecb590d444ab9b392928ae1e223930313615e6 /src/Ryujinx.Common/PreciseSleep/SleepEvent.cs
parent21cd4c0c00e4a06e399c93419c8f9eff0e663bfb (diff)
HLE: Add OS-specific precise sleep methods to reduce spinwaiting (#5948)1.1.1094
* feat: add nanosleep for linux and macos * Add Windows 0.5ms sleep - Imprecise waits for longer waits with clock alignment - 1/4 the spin time on vsync timer * Remove old experiment * Fix event leak * Tweaking for MacOS * Linux tweaks, nanosleep vsync improvement * Fix overbias * Cleanup * Fix realignment * Add some docs and some cleanup NanosleepPool needs more, Nanosleep has some benchmark code that needs removed. * Rename "Microsleep" to "PreciseSleep" Might have been confused with "microseconds", which no measurement is performed in. * Remove nanosleep measurement * Remove unused debug logging * Nanosleep Pool Documentation * More cleanup * Whitespace * Formatting * Address Feedback * Allow SleepUntilTimePoint to take EventWaitHandle * Remove `_chrono` stopwatch in SurfaceFlinger * Move spinwaiting logic to PreciseSleepHelper Technically, these achieve different things, but having them here makes them easier to reuse or tune.
Diffstat (limited to 'src/Ryujinx.Common/PreciseSleep/SleepEvent.cs')
-rw-r--r--src/Ryujinx.Common/PreciseSleep/SleepEvent.cs51
1 files changed, 51 insertions, 0 deletions
diff --git a/src/Ryujinx.Common/PreciseSleep/SleepEvent.cs b/src/Ryujinx.Common/PreciseSleep/SleepEvent.cs
new file mode 100644
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+++ b/src/Ryujinx.Common/PreciseSleep/SleepEvent.cs
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+using System;
+using System.Threading;
+
+namespace Ryujinx.Common.PreciseSleep
+{
+ /// <summary>
+ /// A cross-platform precise sleep event that has millisecond granularity.
+ /// </summary>
+ internal class SleepEvent : IPreciseSleepEvent
+ {
+ private readonly AutoResetEvent _waitEvent = new(false);
+
+ public long AdjustTimePoint(long timePoint, long timeoutNs)
+ {
+ // No adjustment
+ return timePoint;
+ }
+
+ public bool SleepUntil(long timePoint)
+ {
+ long now = PerformanceCounter.ElapsedTicks;
+ long ms = Math.Min((timePoint - now) / PerformanceCounter.TicksPerMillisecond, int.MaxValue);
+
+ if (ms > 0)
+ {
+ _waitEvent.WaitOne((int)ms);
+
+ return true;
+ }
+
+ return false;
+ }
+
+ public void Sleep()
+ {
+ _waitEvent.WaitOne();
+ }
+
+ public void Signal()
+ {
+ _waitEvent.Set();
+ }
+
+ public void Dispose()
+ {
+ GC.SuppressFinalize(this);
+
+ _waitEvent.Dispose();
+ }
+ }
+}