mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-29 11:41:22 -08:00
10aa11ce13
* Interrupt GPU command processing when a frame's fence is reached. * Accumulate times rather than %s * Accurate timer for vsync Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo) * Use event wait for better timing. * Fix lazy wait Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms. * A bit more efficiency on frame waits. Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits) * Better swap interval 0 solution 737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways) * Fix comment. * Address Comments.
215 lines
6.3 KiB
C#
215 lines
6.3 KiB
C#
using LibHac.FsSystem;
|
|
using Ryujinx.Audio;
|
|
using Ryujinx.Configuration;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu;
|
|
using Ryujinx.Graphics.Host1x;
|
|
using Ryujinx.Graphics.Nvdec;
|
|
using Ryujinx.Graphics.Vic;
|
|
using Ryujinx.HLE.FileSystem;
|
|
using Ryujinx.HLE.FileSystem.Content;
|
|
using Ryujinx.HLE.HOS;
|
|
using Ryujinx.HLE.HOS.Services;
|
|
using Ryujinx.HLE.HOS.Services.Apm;
|
|
using Ryujinx.HLE.HOS.Services.Hid;
|
|
using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices;
|
|
using Ryujinx.HLE.HOS.SystemState;
|
|
using Ryujinx.Memory;
|
|
using System;
|
|
|
|
namespace Ryujinx.HLE
|
|
{
|
|
public class Switch : IDisposable
|
|
{
|
|
public IAalOutput AudioOut { get; private set; }
|
|
|
|
internal MemoryBlock Memory { get; private set; }
|
|
|
|
public GpuContext Gpu { get; private set; }
|
|
|
|
internal NvMemoryAllocator MemoryAllocator { get; private set; }
|
|
|
|
internal Host1xDevice Host1x { get; }
|
|
|
|
public VirtualFileSystem FileSystem { get; private set; }
|
|
|
|
public Horizon System { get; private set; }
|
|
|
|
public ApplicationLoader Application { get; }
|
|
|
|
public PerformanceStatistics Statistics { get; private set; }
|
|
|
|
public UserChannelPersistence UserChannelPersistence { get; }
|
|
|
|
public Hid Hid { get; private set; }
|
|
|
|
public IHostUiHandler UiHandler { get; set; }
|
|
|
|
public bool EnableDeviceVsync { get; set; } = true;
|
|
|
|
public Switch(VirtualFileSystem fileSystem, ContentManager contentManager, UserChannelPersistence userChannelPersistence, IRenderer renderer, IAalOutput audioOut)
|
|
{
|
|
if (renderer == null)
|
|
{
|
|
throw new ArgumentNullException(nameof(renderer));
|
|
}
|
|
|
|
if (audioOut == null)
|
|
{
|
|
throw new ArgumentNullException(nameof(audioOut));
|
|
}
|
|
|
|
if (userChannelPersistence == null)
|
|
{
|
|
throw new ArgumentNullException(nameof(userChannelPersistence));
|
|
}
|
|
|
|
UserChannelPersistence = userChannelPersistence;
|
|
|
|
AudioOut = audioOut;
|
|
|
|
Memory = new MemoryBlock(1UL << 32);
|
|
|
|
Gpu = new GpuContext(renderer);
|
|
|
|
MemoryAllocator = new NvMemoryAllocator();
|
|
|
|
Host1x = new Host1xDevice(Gpu.Synchronization);
|
|
var nvdec = new NvdecDevice(Gpu.MemoryManager);
|
|
var vic = new VicDevice(Gpu.MemoryManager);
|
|
Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
|
|
Host1x.RegisterDevice(ClassId.Vic, vic);
|
|
|
|
nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
|
|
{
|
|
// FIXME:
|
|
// Figure out what is causing frame ordering issues on H264.
|
|
// For now this is needed as workaround.
|
|
if (e.CodecId == CodecId.H264)
|
|
{
|
|
vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
|
|
}
|
|
else
|
|
{
|
|
vic.DisableSurfaceOverride();
|
|
}
|
|
};
|
|
|
|
FileSystem = fileSystem;
|
|
|
|
System = new Horizon(this, contentManager);
|
|
System.InitializeServices();
|
|
|
|
Statistics = new PerformanceStatistics();
|
|
|
|
Hid = new Hid(this, System.HidBaseAddress);
|
|
Hid.InitDevices();
|
|
|
|
Application = new ApplicationLoader(this, fileSystem, contentManager);
|
|
}
|
|
|
|
public void Initialize()
|
|
{
|
|
System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
|
|
|
|
System.State.SetRegion((RegionCode)ConfigurationState.Instance.System.Region.Value);
|
|
|
|
EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
|
|
|
|
System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
|
|
|
|
System.PerformanceState.PerformanceMode = System.State.DockedMode ? PerformanceMode.Boost : PerformanceMode.Default;
|
|
|
|
System.EnablePtc = ConfigurationState.Instance.System.EnablePtc;
|
|
|
|
System.FsIntegrityCheckLevel = GetIntegrityCheckLevel();
|
|
|
|
System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
|
|
|
|
ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
|
|
|
|
// Configure controllers
|
|
Hid.RefreshInputConfig(ConfigurationState.Instance.Hid.InputConfig.Value);
|
|
ConfigurationState.Instance.Hid.InputConfig.Event += Hid.RefreshInputConfigEvent;
|
|
}
|
|
|
|
public static IntegrityCheckLevel GetIntegrityCheckLevel()
|
|
{
|
|
return ConfigurationState.Instance.System.EnableFsIntegrityChecks
|
|
? IntegrityCheckLevel.ErrorOnInvalid
|
|
: IntegrityCheckLevel.None;
|
|
}
|
|
|
|
public void LoadCart(string exeFsDir, string romFsFile = null)
|
|
{
|
|
Application.LoadCart(exeFsDir, romFsFile);
|
|
}
|
|
|
|
public void LoadXci(string xciFile)
|
|
{
|
|
Application.LoadXci(xciFile);
|
|
}
|
|
|
|
public void LoadNca(string ncaFile)
|
|
{
|
|
Application.LoadNca(ncaFile);
|
|
}
|
|
|
|
public void LoadNsp(string nspFile)
|
|
{
|
|
Application.LoadNsp(nspFile);
|
|
}
|
|
|
|
public void LoadProgram(string fileName)
|
|
{
|
|
Application.LoadProgram(fileName);
|
|
}
|
|
|
|
public bool WaitFifo()
|
|
{
|
|
return Gpu.GPFifo.WaitForCommands();
|
|
}
|
|
|
|
public void ProcessFrame()
|
|
{
|
|
Gpu.Renderer.PreFrame();
|
|
|
|
Gpu.GPFifo.DispatchCalls();
|
|
}
|
|
|
|
public bool ConsumeFrameAvailable()
|
|
{
|
|
return Gpu.Window.ConsumeFrameAvailable();
|
|
}
|
|
|
|
public void PresentFrame(Action swapBuffersCallback)
|
|
{
|
|
Gpu.Window.Present(swapBuffersCallback);
|
|
}
|
|
|
|
public void DisposeGpu()
|
|
{
|
|
Gpu.Dispose();
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
ConfigurationState.Instance.Hid.InputConfig.Event -= Hid.RefreshInputConfigEvent;
|
|
|
|
System.Dispose();
|
|
Host1x.Dispose();
|
|
AudioOut.Dispose();
|
|
FileSystem.Unload();
|
|
Memory.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|