mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-30 11:31:22 -08:00
36749c358d
* Rewrite SurfaceFlinger Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it) TODO: support swap interval properly and reintroduce disabled "game vsync" support. * Some fixes for SetBufferCount * uncomment a test from last commit * SurfaceFlinger: don't free the graphic buffer in SetBufferCount * SurfaceFlinger: Implement swap interval correctly * SurfaceFlinger: Reintegrate Game VSync toggle * SurfaceFlinger: do not push a fence on buffer release on the consumer side * Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side" This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad. * Make the game vsync toggle work dynamically again * Unregister producer's Binder object when closing layer * Address ripinperi's comments * Add a timeout on syncpoint wait operation Syncpoint aren't supposed to be waited on for more than a second. This effectively workaround issues caused by not having a channel scheduling in place yet. PS: Also introduce Android WaitForever warning about fence being not signaled for 3s * Fix a print of previous commit * Address Ac_K's comments * Address gdkchan's comments * Address final comments
176 lines
5.0 KiB
C#
176 lines
5.0 KiB
C#
using Ryujinx.HLE.HOS.Services.SurfaceFlinger.Types;
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using System;
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namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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class ConsumerBase : IConsumerListener
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{
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public class Slot
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{
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public AndroidStrongPointer<GraphicBuffer> GraphicBuffer;
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public AndroidFence Fence;
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public ulong FrameNumber;
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public Slot()
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{
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GraphicBuffer = new AndroidStrongPointer<GraphicBuffer>();
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}
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}
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protected Slot[] Slots = new Slot[BufferSlotArray.NumBufferSlots];
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protected bool IsAbandoned;
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protected BufferQueueConsumer Consumer;
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protected readonly object Lock = new object();
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private IConsumerListener _listener;
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public ConsumerBase(BufferQueueConsumer consumer, bool controlledByApp, IConsumerListener listener)
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{
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for (int i = 0; i < Slots.Length; i++)
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{
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Slots[i] = new Slot();
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}
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IsAbandoned = false;
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Consumer = consumer;
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_listener = listener;
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Status connectStatus = consumer.Connect(this, controlledByApp);
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if (connectStatus != Status.Success)
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{
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throw new InvalidOperationException();
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}
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}
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public virtual void OnBuffersReleased()
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{
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lock (Lock)
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{
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if (IsAbandoned)
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{
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return;
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}
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Consumer.GetReleasedBuffers(out ulong slotMask);
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for (int i = 0; i < Slots.Length; i++)
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{
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if ((slotMask & (1UL << i)) != 0)
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{
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FreeBufferLocked(i);
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}
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}
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}
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}
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public virtual void OnFrameAvailable(ref BufferItem item)
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{
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_listener?.OnFrameAvailable(ref item);
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}
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public virtual void OnFrameReplaced(ref BufferItem item)
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{
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_listener?.OnFrameReplaced(ref item);
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}
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protected virtual void FreeBufferLocked(int slotIndex)
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{
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Slots[slotIndex].GraphicBuffer.Reset();
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Slots[slotIndex].Fence = AndroidFence.NoFence;
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Slots[slotIndex].FrameNumber = 0;
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}
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public void Abandon()
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{
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lock (Lock)
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{
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if (!IsAbandoned)
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{
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AbandonLocked();
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IsAbandoned = true;
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}
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}
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}
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protected virtual void AbandonLocked()
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{
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for (int i = 0; i < Slots.Length; i++)
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{
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FreeBufferLocked(i);
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}
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Consumer.Disconnect();
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}
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protected virtual Status AcquireBufferLocked(out BufferItem bufferItem, ulong expectedPresent)
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{
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Status acquireStatus = Consumer.AcquireBuffer(out bufferItem, expectedPresent);
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if (acquireStatus != Status.Success)
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{
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return acquireStatus;
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}
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if (!bufferItem.GraphicBuffer.IsNull)
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{
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Slots[bufferItem.Slot].GraphicBuffer.Set(bufferItem.GraphicBuffer.Object);
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}
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Slots[bufferItem.Slot].FrameNumber = bufferItem.FrameNumber;
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Slots[bufferItem.Slot].Fence = bufferItem.Fence;
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return Status.Success;
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}
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protected virtual Status AddReleaseFenceLocked(int slot, ref AndroidStrongPointer<GraphicBuffer> graphicBuffer, ref AndroidFence fence)
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{
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if (!StillTracking(slot, ref graphicBuffer))
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{
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return Status.Success;
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}
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Slots[slot].Fence = fence;
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return Status.Success;
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}
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protected virtual Status ReleaseBufferLocked(int slot, ref AndroidStrongPointer<GraphicBuffer> graphicBuffer)
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{
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if (!StillTracking(slot, ref graphicBuffer))
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{
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return Status.Success;
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}
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Status result = Consumer.ReleaseBuffer(slot, Slots[slot].FrameNumber, ref Slots[slot].Fence);
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if (result == Status.StaleBufferSlot)
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{
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FreeBufferLocked(slot);
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}
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Slots[slot].Fence = AndroidFence.NoFence;
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return result;
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}
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protected virtual bool StillTracking(int slotIndex, ref AndroidStrongPointer<GraphicBuffer> graphicBuffer)
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{
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if (slotIndex < 0 || slotIndex >= Slots.Length)
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{
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return false;
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}
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Slot slot = Slots[slotIndex];
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// TODO: Check this. On Android, this checks the "handle". I assume NvMapHandle is the handle, but it might not be.
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return !slot.GraphicBuffer.IsNull && slot.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle == graphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
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}
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}
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}
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