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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 |