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https://github.com/ryujinx-mirror/ryujinx.git
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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
95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
using Ryujinx.Graphics.Gpu;
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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 BufferItemConsumer : ConsumerBase
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{
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private GpuContext _gpuContext;
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public BufferItemConsumer(Switch device,
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BufferQueueConsumer consumer,
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uint consumerUsage,
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int bufferCount,
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bool controlledByApp,
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IConsumerListener listener = null) : base(consumer, controlledByApp, listener)
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{
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_gpuContext = device.Gpu;
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Status status = Consumer.SetConsumerUsageBits(consumerUsage);
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if (status != Status.Success)
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{
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throw new InvalidOperationException();
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}
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if (bufferCount != -1)
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{
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status = Consumer.SetMaxAcquiredBufferCount(bufferCount);
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if (status != 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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}
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public Status AcquireBuffer(out BufferItem bufferItem, ulong expectedPresent, bool waitForFence = false)
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{
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lock (Lock)
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{
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Status status = AcquireBufferLocked(out BufferItem tmp, expectedPresent);
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if (status != Status.Success)
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{
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bufferItem = null;
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return status;
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}
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// Make sure to clone the object to not temper the real instance.
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bufferItem = (BufferItem)tmp.Clone();
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if (waitForFence)
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{
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bufferItem.Fence.WaitForever(_gpuContext);
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}
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bufferItem.GraphicBuffer.Set(Slots[bufferItem.Slot].GraphicBuffer);
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return Status.Success;
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}
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}
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public Status ReleaseBuffer(BufferItem bufferItem, ref AndroidFence fence)
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{
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lock (Lock)
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{
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Status result = AddReleaseFenceLocked(bufferItem.Slot, ref bufferItem.GraphicBuffer, ref fence);
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if (result == Status.Success)
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{
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result = ReleaseBufferLocked(bufferItem.Slot, ref bufferItem.GraphicBuffer);
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}
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return result;
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}
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}
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public Status SetDefaultBufferSize(uint width, uint height)
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{
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lock (Lock)
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{
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return Consumer.SetDefaultBufferSize(width, height);
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}
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}
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public Status SetDefaultBufferFormat(PixelFormat defaultFormat)
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{
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lock (Lock)
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{
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return Consumer.SetDefaultBufferFormat(defaultFormat);
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}
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}
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}
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}
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