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GPU_Async: Correct fences, display events and more.
This commit uses guest fences on vSync event instead of an articial fake fence we had. It also corrects to keep signaling display events while loading the game as the OS is suppose to send buffers to vSync during that time.
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parent
a248bd1c3e
commit
1df31e4b65
6 changed files with 38 additions and 21 deletions
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@ -36,6 +36,10 @@ NVFlinger::NVFlinger(Core::System& system) : system(system) {
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displays.emplace_back(3, "Internal", system);
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displays.emplace_back(4, "Null", system);
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for (auto& display : displays) {
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display.SignalVSyncEvent();
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}
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// Schedule the screen composition events
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composition_event = system.CoreTiming().RegisterEvent(
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"ScreenComposition", [this](u64 userdata, s64 cycles_late) {
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@ -173,7 +177,13 @@ void NVFlinger::Compose() {
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bool trigger_event = false;
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// Trigger vsync for this display at the end of drawing
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SCOPE_EXIT({
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if (trigger_event) {
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// TODO(Blinkhawk): Correctly send buffers through nvflinger while
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// loading the game thorugh the OS.
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// During loading, the OS takes care of sending buffers to vsync,
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// thus it triggers, since this is not properly emulated due to
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// HLE complications, we allow it to signal until the game enqueues
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// it's first buffer.
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if (trigger_event || !first_buffer_enqueued) {
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display.SignalVSyncEvent();
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}
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});
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@ -193,13 +203,20 @@ void NVFlinger::Compose() {
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if (!buffer) {
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// There was no queued buffer to draw, render previous frame
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system.GetPerfStats().EndGameFrame();
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system.GPU().SwapBuffers({});
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continue;
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}
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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trigger_event = true;
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first_buffer_enqueued = true;
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const auto& gpu = system.GPU();
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const auto& multi_fence = buffer->get().multi_fence;
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for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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const auto& fence = multi_fence.fences[fence_id];
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gpu.WaitFence(fence.id, fence.value);
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}
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// Now send the buffer to the GPU for drawing.
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// TODO(Subv): Support more than just disp0. The display device selection is probably based
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