Fix inversion of toggle for early fences (#175)
This should fix performance regressions in games that didn't need this and fix it to work with the games it is intended to be used for. Made based on recommendations by Discord Contributor. Signed-off-by: Shinmegumi <shinmegumi@eden-emu.dev> Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com> Reviewed-on: #175 Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev> Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
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1 changed files with 3 additions and 3 deletions
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@ -77,7 +77,7 @@ public:
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void SignalFence(std::function<void()>&& func) {
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bool delay_fence = Settings::IsGPULevelHigh();
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#ifdef __ANDROID__
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if (!delay_fence && Settings::values.early_release_fences.GetValue()) {
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if (!delay_fence && !Settings::values.early_release_fences.GetValue()) {
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TryReleasePendingFences<false>();
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}
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#else
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@ -89,7 +89,7 @@ public:
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CommitAsyncFlushes();
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TFence new_fence = CreateFence(!should_flush);
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#ifdef __ANDROID__
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if (delay_fence && Settings::values.early_release_fences.GetValue()) {
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if (delay_fence && !Settings::values.early_release_fences.GetValue()) {
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guard.lock();
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}
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#else
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@ -110,7 +110,7 @@ public:
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rasterizer.FlushCommands();
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}
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#ifdef __ANDROID__
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if (delay_fence && Settings::values.early_release_fences.GetValue()) {
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if (delay_fence && !Settings::values.early_release_fences.GetValue()) {
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guard.unlock();
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cv.notify_all();
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}
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