mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
a2c6cd5132
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. |
||
---|---|---|
.. | ||
Exceptions | ||
FileSystem | ||
HOS | ||
Loaders | ||
Ui | ||
Utilities | ||
HLEConfiguration.cs | ||
Homebrew.npdm | ||
MemoryConfiguration.cs | ||
PerformanceStatistics.cs | ||
Ryujinx.HLE.csproj | ||
Switch.cs |