HLE: Add OS-specific precise sleep methods to reduce spinwaiting (#5948)
* 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.
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src/Ryujinx.Common/PreciseSleep/IPreciseSleepEvent.cs
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src/Ryujinx.Common/PreciseSleep/IPreciseSleepEvent.cs
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using System;
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namespace Ryujinx.Common.PreciseSleep
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{
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/// <summary>
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/// An event which works similarly to an AutoResetEvent, but is backed by a
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/// more precise timer that allows waits of less than a millisecond.
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/// </summary>
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public interface IPreciseSleepEvent : IDisposable
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{
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/// <summary>
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/// Adjust a timepoint to better fit the host clock.
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/// When no adjustment is made, the input timepoint will be returned.
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/// </summary>
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/// <param name="timePoint">Timepoint to adjust</param>
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/// <param name="timeoutNs">Requested timeout in nanoseconds</param>
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/// <returns>Adjusted timepoint</returns>
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long AdjustTimePoint(long timePoint, long timeoutNs);
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/// <summary>
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/// Sleep until a timepoint, or a signal is received.
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/// Given no signal, may wake considerably before, or slightly after the timeout.
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/// </summary>
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/// <param name="timePoint">Timepoint to sleep until</param>
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/// <returns>True if signalled or waited, false if a wait could not be performed</returns>
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bool SleepUntil(long timePoint);
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/// <summary>
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/// Sleep until a signal is received.
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/// </summary>
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void Sleep();
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/// <summary>
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/// Signal the event, waking any sleeping thread or the next attempted sleep.
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/// </summary>
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void Signal();
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}
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}
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