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It seems that certain games (Link's Awakening, Xenoblade DE) had their fences reached already when posting framebuffers, so the signal that a frame was ready would go out _before_ the frame was enqueued, and the render loop would fail to dequeue anything and "skip" a frame. This was resulting in their performance lowering dramatically after some loading transitions, as a frame signal would be consumed and presentation would be one frame behind. It's possible this might have eventually caused deadlocks in these games or others, if it happened twice. |
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| .. | ||
| Types | ||
| BufferItemConsumer.cs | ||
| BufferQueue.cs | ||
| BufferQueueConsumer.cs | ||
| BufferQueueCore.cs | ||
| BufferQueueProducer.cs | ||
| BufferSlot.cs | ||
| BufferSlotArray.cs | ||
| ConsumerBase.cs | ||
| HOSBinderDriverServer.cs | ||
| IBinder.cs | ||
| IConsumerListener.cs | ||
| IFlattenable.cs | ||
| IGraphicBufferProducer.cs | ||
| IHOSBinderDriver.cs | ||
| IProducerListener.cs | ||
| NativeWindowApi.cs | ||
| NativeWindowAttribute.cs | ||
| NativeWindowScalingMode.cs | ||
| NativeWindowTransform.cs | ||
| Parcel.cs | ||
| ParcelHeader.cs | ||
| PixelFormat.cs | ||
| Status.cs | ||
| SurfaceFlinger.cs | ||