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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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| .. | ||
| Account | ||
| Am | ||
| Apm | ||
| Arp | ||
| Audio | ||
| Bcat | ||
| Bgtc | ||
| Bluetooth | ||
| BluetoothManager | ||
| Caps | ||
| Cec | ||
| Ectx | ||
| Erpt | ||
| Es | ||
| Eupld | ||
| Fatal | ||
| Friend | ||
| Fs | ||
| Grc | ||
| Hid | ||
| Ins | ||
| Lbl | ||
| Ldn | ||
| Lm | ||
| Loader | ||
| Mig | ||
| Mii | ||
| Mm | ||
| Ncm | ||
| News | ||
| Nfc | ||
| Ngct | ||
| Nifm | ||
| Nim | ||
| Notification | ||
| Npns | ||
| Ns | ||
| Nv | ||
| Olsc | ||
| Ovln | ||
| Pcie | ||
| Pctl | ||
| Pcv | ||
| Pm | ||
| Prepo | ||
| Psc | ||
| Ptm | ||
| Ro | ||
| Sdb | ||
| Settings | ||
| Sm | ||
| Sockets | ||
| Spl | ||
| Srepo | ||
| Ssl | ||
| SurfaceFlinger | ||
| Time | ||
| Usb | ||
| Vi | ||
| Wlan | ||
| CommandHIpcAttribute.cs | ||
| CommandTIpcAttribute.cs | ||
| DisposableIpcService.cs | ||
| DummyService.cs | ||
| IpcService.cs | ||
| ServerBase.cs | ||
| ServiceAttributes.cs | ||