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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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| .. | ||
| Applets | ||
| Diagnostics/Demangler | ||
| Ipc | ||
| Kernel | ||
| Services | ||
| SystemState | ||
| Tamper | ||
| ApplicationLoader.cs | ||
| ArmProcessContext.cs | ||
| ArmProcessContextFactory.cs | ||
| HomebrewRomFsStream.cs | ||
| Horizon.cs | ||
| IdDictionary.cs | ||
| LibHacHorizonManager.cs | ||
| ModLoader.cs | ||
| ProgramLoader.cs | ||
| ResultCode.cs | ||
| ServiceCtx.cs | ||
| TamperMachine.cs | ||
| UserChannelPersistence.cs | ||