mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 12:45:48 +00:00
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.
214 lines
6.3 KiB
C#
214 lines
6.3 KiB
C#
using LibHac.FsSystem;
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using Ryujinx.Audio;
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using Ryujinx.Configuration;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.Graphics.Host1x;
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using Ryujinx.Graphics.Nvdec;
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using Ryujinx.Graphics.Vic;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.FileSystem.Content;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.HOS.Services;
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using Ryujinx.HLE.HOS.Services.Apm;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices;
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using Ryujinx.HLE.HOS.SystemState;
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using Ryujinx.Memory;
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using System;
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namespace Ryujinx.HLE
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{
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public class Switch : IDisposable
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{
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public IAalOutput AudioOut { get; private set; }
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internal MemoryBlock Memory { get; private set; }
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public GpuContext Gpu { get; private set; }
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internal NvMemoryAllocator MemoryAllocator { get; private set; }
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internal Host1xDevice Host1x { get; }
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public VirtualFileSystem FileSystem { get; private set; }
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public Horizon System { get; private set; }
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public ApplicationLoader Application { get; }
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public PerformanceStatistics Statistics { get; private set; }
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public UserChannelPersistence UserChannelPersistence { get; }
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public Hid Hid { get; private set; }
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public IHostUiHandler UiHandler { get; set; }
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public bool EnableDeviceVsync { get; set; } = true;
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public Switch(VirtualFileSystem fileSystem, ContentManager contentManager, UserChannelPersistence userChannelPersistence, IRenderer renderer, IAalOutput audioOut)
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{
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if (renderer == null)
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{
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throw new ArgumentNullException(nameof(renderer));
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}
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if (audioOut == null)
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{
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throw new ArgumentNullException(nameof(audioOut));
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}
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if (userChannelPersistence == null)
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{
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throw new ArgumentNullException(nameof(userChannelPersistence));
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}
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UserChannelPersistence = userChannelPersistence;
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AudioOut = audioOut;
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Memory = new MemoryBlock(1UL << 32);
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Gpu = new GpuContext(renderer);
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MemoryAllocator = new NvMemoryAllocator();
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Host1x = new Host1xDevice(Gpu.Synchronization);
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var nvdec = new NvdecDevice(Gpu.MemoryManager);
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var vic = new VicDevice(Gpu.MemoryManager);
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Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
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Host1x.RegisterDevice(ClassId.Vic, vic);
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nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
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{
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// FIXME:
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// Figure out what is causing frame ordering issues on H264.
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// For now this is needed as workaround.
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if (e.CodecId == CodecId.H264)
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{
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vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
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}
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else
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{
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vic.DisableSurfaceOverride();
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}
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};
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FileSystem = fileSystem;
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System = new Horizon(this, contentManager);
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System.InitializeServices();
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Statistics = new PerformanceStatistics();
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Hid = new Hid(this, System.HidBaseAddress);
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Hid.InitDevices();
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Application = new ApplicationLoader(this, fileSystem, contentManager);
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}
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public void Initialize()
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{
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System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
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System.State.SetRegion((RegionCode)ConfigurationState.Instance.System.Region.Value);
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EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
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System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
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System.PerformanceState.PerformanceMode = System.State.DockedMode ? PerformanceMode.Boost : PerformanceMode.Default;
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System.EnablePtc = ConfigurationState.Instance.System.EnablePtc;
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System.FsIntegrityCheckLevel = GetIntegrityCheckLevel();
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System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
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ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
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// Configure controllers
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Hid.RefreshInputConfig(ConfigurationState.Instance.Hid.InputConfig.Value);
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ConfigurationState.Instance.Hid.InputConfig.Event += Hid.RefreshInputConfigEvent;
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}
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public static IntegrityCheckLevel GetIntegrityCheckLevel()
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{
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return ConfigurationState.Instance.System.EnableFsIntegrityChecks
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? IntegrityCheckLevel.ErrorOnInvalid
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: IntegrityCheckLevel.None;
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}
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public void LoadCart(string exeFsDir, string romFsFile = null)
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{
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Application.LoadCart(exeFsDir, romFsFile);
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}
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public void LoadXci(string xciFile)
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{
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Application.LoadXci(xciFile);
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}
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public void LoadNca(string ncaFile)
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{
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Application.LoadNca(ncaFile);
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}
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public void LoadNsp(string nspFile)
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{
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Application.LoadNsp(nspFile);
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}
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public void LoadProgram(string fileName)
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{
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Application.LoadProgram(fileName);
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}
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public bool WaitFifo()
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{
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return Gpu.GPFifo.WaitForCommands();
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}
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public void ProcessFrame()
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{
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Gpu.Renderer.PreFrame();
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Gpu.GPFifo.DispatchCalls();
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}
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public bool ConsumeFrameAvailable()
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{
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return Gpu.Window.ConsumeFrameAvailable();
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}
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public void PresentFrame(Action swapBuffersCallback)
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{
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Gpu.Window.Present(swapBuffersCallback);
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}
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public void DisposeGpu()
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{
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Gpu.Dispose();
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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ConfigurationState.Instance.Hid.InputConfig.Event -= Hid.RefreshInputConfigEvent;
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System.Dispose();
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Host1x.Dispose();
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AudioOut.Dispose();
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FileSystem.Unload();
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Memory.Dispose();
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}
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}
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}
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}
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