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GPU_Async: Correct fences, display events and more.
This commit uses guest fences on vSync event instead of an articial fake fence we had. It also corrects to keep signaling display events while loading the game as the OS is suppose to send buffers to vSync during that time.
This commit is contained in:
committed by
FernandoS27
parent
4e9f975935
commit
5b5e60ffec
@ -21,9 +21,6 @@ class DmaPusher;
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namespace Core {
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class System;
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namespace Timing {
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struct EventType;
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} // namespace Timing
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} // namespace Core
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namespace VideoCommon::GPUThread {
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@ -89,8 +86,6 @@ struct CommandDataContainer {
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struct SynchState final {
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std::atomic_bool is_running{true};
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void WaitForSynchronization(u64 fence);
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using CommandQueue = Common::SPSCQueue<CommandDataContainer>;
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CommandQueue queue;
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u64 last_fence{};
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@ -128,7 +123,6 @@ private:
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private:
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SynchState state;
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Core::System& system;
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Core::Timing::EventType* synchronization_event{};
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std::thread thread;
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std::thread::id thread_id;
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};
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