riperiperi 1be668e68a
HLE: Add OS-specific precise sleep methods to reduce spinwaiting (#5948)
* feat: add nanosleep for linux and macos

* Add Windows 0.5ms sleep

- Imprecise waits for longer waits with clock alignment
- 1/4 the spin time on vsync timer

* Remove old experiment

* Fix event leak

* Tweaking for MacOS

* Linux tweaks, nanosleep vsync improvement

* Fix overbias

* Cleanup

* Fix realignment

* Add some docs and some cleanup

NanosleepPool needs more, Nanosleep has some benchmark code that needs removed.

* Rename "Microsleep" to "PreciseSleep"

Might have been confused with "microseconds", which no measurement is performed in.

* Remove nanosleep measurement

* Remove unused debug logging

* Nanosleep Pool Documentation

* More cleanup

* Whitespace

* Formatting

* Address Feedback

* Allow SleepUntilTimePoint to take EventWaitHandle

* Remove `_chrono` stopwatch in SurfaceFlinger

* Move spinwaiting logic to PreciseSleepHelper

Technically, these achieve different things, but having them here makes them easier to reuse or tune.
2023-11-30 15:39:42 -03:00

52 lines
1.1 KiB
C#

using System;
using System.Threading;
namespace Ryujinx.Common.PreciseSleep
{
/// <summary>
/// A cross-platform precise sleep event that has millisecond granularity.
/// </summary>
internal class SleepEvent : IPreciseSleepEvent
{
private readonly AutoResetEvent _waitEvent = new(false);
public long AdjustTimePoint(long timePoint, long timeoutNs)
{
// No adjustment
return timePoint;
}
public bool SleepUntil(long timePoint)
{
long now = PerformanceCounter.ElapsedTicks;
long ms = Math.Min((timePoint - now) / PerformanceCounter.TicksPerMillisecond, int.MaxValue);
if (ms > 0)
{
_waitEvent.WaitOne((int)ms);
return true;
}
return false;
}
public void Sleep()
{
_waitEvent.WaitOne();
}
public void Signal()
{
_waitEvent.Set();
}
public void Dispose()
{
GC.SuppressFinalize(this);
_waitEvent.Dispose();
}
}
}