Merge branch 'master' into gc-optimization

This commit is contained in:
Max 2026-05-11 22:42:09 -04:00
commit 1782f20bcb
3 changed files with 45 additions and 42 deletions

View file

@ -3,11 +3,11 @@
<ManagePackageVersionsCentrally>true</ManagePackageVersionsCentrally>
</PropertyGroup>
<ItemGroup>
<PackageVersion Include="Avalonia" Version="11.3.14" />
<PackageVersion Include="Avalonia" Version="11.3.15" />
<PackageVersion Include="Avalonia.Controls.DataGrid" Version="11.3.13" />
<PackageVersion Include="Avalonia.Desktop" Version="11.3.14" />
<PackageVersion Include="Avalonia.Diagnostics" Version="11.3.14" />
<PackageVersion Include="Avalonia.Markup.Xaml.Loader" Version="11.3.14" />
<PackageVersion Include="Avalonia.Desktop" Version="11.3.15" />
<PackageVersion Include="Avalonia.Diagnostics" Version="11.3.15" />
<PackageVersion Include="Avalonia.Markup.Xaml.Loader" Version="11.3.15" />
<PackageVersion Include="SharpCompress" Version="0.48.0" />
<PackageVersion Include="Svg.Controls.Avalonia" Version="11.3.9.5" />
<PackageVersion Include="Svg.Controls.Skia.Avalonia" Version="11.3.9.5" />

View file

@ -176,9 +176,7 @@ namespace Ryujinx.Graphics.Vulkan
}
}
}
// This can somehow become -1.
// Logger.Info?.PrintMsg(LogClass.Gpu, $"_referenceCount: {_referenceCount}");
Debug.Assert(_referenceCount >= 0);
}

View file

@ -623,15 +623,15 @@ namespace Ryujinx.Ava.Systems
// If the GPU has no work and is cancelled, we need to handle that as well.
WaitHandle.WaitAny(new[] { _gpuDoneEvent, _gpuCancellationTokenSource.Token.WaitHandle });
_gpuCancellationTokenSource.Dispose();
// Waiting for work to be finished before we dispose.
if (_renderingStarted)
{
// Waiting for work to be finished before we dispose.
Device.Gpu.WaitUntilGpuReady();
}
_gpuDoneEvent.Dispose();
_gpuCancellationTokenSource.Dispose();
DisposeGpu();
AppExit?.Invoke(this, EventArgs.Empty);
@ -1100,51 +1100,56 @@ namespace Ryujinx.Ava.Systems
Device.Gpu.Renderer.RunLoop(() =>
{
Device.Gpu.SetGpuThread();
Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
_renderer.Window.ChangeVSyncMode(Device.VSyncMode);
while (_isActive)
try
{
_ticks += _chrono.ElapsedTicks;
Device.Gpu.SetGpuThread();
Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
_chrono.Restart();
_renderer.Window.ChangeVSyncMode(Device.VSyncMode);
if (Device.WaitFifo())
while (_isActive)
{
Device.Statistics.RecordFifoStart();
Device.ProcessFrame();
Device.Statistics.RecordFifoEnd();
}
_ticks += _chrono.ElapsedTicks;
while (Device.ConsumeFrameAvailable())
{
if (!_renderingStarted)
_chrono.Restart();
if (Device.WaitFifo())
{
_renderingStarted = true;
_viewModel.SwitchToRenderer(false);
InitStatus();
Device.Statistics.RecordFifoStart();
Device.ProcessFrame();
Device.Statistics.RecordFifoEnd();
}
Device.PresentFrame(() => (RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.SwapBuffers());
}
while (Device.ConsumeFrameAvailable())
{
if (!_renderingStarted)
{
_renderingStarted = true;
_viewModel.SwitchToRenderer(false);
InitStatus();
}
if (_ticks >= _ticksPerFrame)
{
UpdateStatus();
Device.PresentFrame(() =>
(RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.SwapBuffers());
}
if (_ticks >= _ticksPerFrame)
{
UpdateStatus();
}
}
}
// Make sure all commands in the run loop are fully executed before leaving the loop.
if (Device.Gpu.Renderer is ThreadedRenderer threaded)
finally
{
Logger.Info?.PrintMsg(LogClass.Gpu, "Flushing threaded commands...");
threaded.FlushThreadedCommands();
Logger.Info?.PrintMsg(LogClass.Gpu, "Flushed!");
// Make sure all commands in the run loop are fully executed before leaving the loop.
if (Device.Gpu.Renderer is ThreadedRenderer threaded)
{
Logger.Info?.PrintMsg(LogClass.Gpu, "Flushing threaded commands...");
threaded.FlushThreadedCommands();
Logger.Info?.PrintMsg(LogClass.Gpu, "Flushed!");
}
_gpuDoneEvent.Set();
}
_gpuDoneEvent.Set();
});
(RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.MakeCurrent(true);