mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-24 02:55:11 +00:00
10aa11ce13
* Interrupt GPU command processing when a frame's fence is reached. * Accumulate times rather than %s * Accurate timer for vsync Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo) * Use event wait for better timing. * Fix lazy wait Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms. * A bit more efficiency on frame waits. Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits) * Better swap interval 0 solution 737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways) * Fix comment. * Address Comments.
342 lines
9.9 KiB
C#
342 lines
9.9 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Kernel;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.HOS.Services.SurfaceFlinger.Types;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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class BufferQueueCore
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{
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public BufferSlotArray Slots;
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public int OverrideMaxBufferCount;
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public bool UseAsyncBuffer;
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public bool DequeueBufferCannotBlock;
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public PixelFormat DefaultBufferFormat;
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public int DefaultWidth;
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public int DefaultHeight;
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public int DefaultMaxBufferCount;
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public int MaxAcquiredBufferCount;
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public bool BufferHasBeenQueued;
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public ulong FrameCounter;
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public NativeWindowTransform TransformHint;
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public bool IsAbandoned;
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public NativeWindowApi ConnectedApi;
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public bool IsAllocating;
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public IProducerListener ProducerListener;
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public IConsumerListener ConsumerListener;
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public bool ConsumerControlledByApp;
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public uint ConsumerUsageBits;
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public List<BufferItem> Queue;
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public BufferInfo[] BufferHistory;
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public uint BufferHistoryPosition;
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public bool EnableExternalEvent;
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public int MaxBufferCountCached;
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public readonly object Lock = new object();
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private KEvent _waitBufferFreeEvent;
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private KEvent _frameAvailableEvent;
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public long Owner { get; }
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public bool Active { get; private set; }
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public const int BufferHistoryArraySize = 8;
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public event Action BufferQueued;
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public BufferQueueCore(Switch device, long pid)
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{
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Slots = new BufferSlotArray();
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IsAbandoned = false;
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OverrideMaxBufferCount = 0;
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DequeueBufferCannotBlock = false;
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UseAsyncBuffer = false;
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DefaultWidth = 1;
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DefaultHeight = 1;
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DefaultMaxBufferCount = 2;
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MaxAcquiredBufferCount = 1;
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FrameCounter = 0;
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TransformHint = 0;
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DefaultBufferFormat = PixelFormat.Rgba8888;
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IsAllocating = false;
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ProducerListener = null;
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ConsumerListener = null;
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ConsumerUsageBits = 0;
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Queue = new List<BufferItem>();
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// TODO: CreateGraphicBufferAlloc?
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_waitBufferFreeEvent = new KEvent(device.System.KernelContext);
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_frameAvailableEvent = new KEvent(device.System.KernelContext);
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Owner = pid;
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Active = true;
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BufferHistory = new BufferInfo[BufferHistoryArraySize];
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EnableExternalEvent = true;
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MaxBufferCountCached = 0;
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}
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public int GetMinUndequeuedBufferCountLocked(bool async)
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{
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if (!UseAsyncBuffer)
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{
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return 0;
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}
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if (DequeueBufferCannotBlock || async)
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{
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return MaxAcquiredBufferCount + 1;
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}
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return MaxAcquiredBufferCount;
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}
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public int GetMinMaxBufferCountLocked(bool async)
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{
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return GetMinUndequeuedBufferCountLocked(async);
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}
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public void UpdateMaxBufferCountCachedLocked(int slot)
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{
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if (MaxBufferCountCached <= slot)
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{
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MaxBufferCountCached = slot + 1;
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}
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}
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public int GetMaxBufferCountLocked(bool async)
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{
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int minMaxBufferCount = GetMinMaxBufferCountLocked(async);
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int maxBufferCount = Math.Max(DefaultMaxBufferCount, minMaxBufferCount);
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if (OverrideMaxBufferCount != 0)
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{
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return OverrideMaxBufferCount;
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}
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// Preserve all buffers already in control of the producer and the consumer.
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for (int slot = maxBufferCount; slot < Slots.Length; slot++)
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{
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BufferState state = Slots[slot].BufferState;
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if (state == BufferState.Queued || state == BufferState.Dequeued)
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{
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maxBufferCount = slot + 1;
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}
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}
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return maxBufferCount;
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}
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public Status SetDefaultMaxBufferCountLocked(int count)
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{
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int minBufferCount = UseAsyncBuffer ? 2 : 1;
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if (count < minBufferCount || count > Slots.Length)
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{
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return Status.BadValue;
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}
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DefaultMaxBufferCount = count;
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SignalDequeueEvent();
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return Status.Success;
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}
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public void SignalWaitBufferFreeEvent()
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{
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if (EnableExternalEvent)
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{
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_waitBufferFreeEvent.WritableEvent.Signal();
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}
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}
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public void SignalFrameAvailableEvent()
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{
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if (EnableExternalEvent)
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{
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_frameAvailableEvent.WritableEvent.Signal();
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}
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}
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public void PrepareForExit()
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{
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lock (Lock)
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{
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Active = false;
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Monitor.PulseAll(Lock);
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}
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}
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// TODO: Find an accurate way to handle a regular condvar here as this will wake up unwanted threads in some edge cases.
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public void SignalDequeueEvent()
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{
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Monitor.PulseAll(Lock);
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}
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public void WaitDequeueEvent()
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{
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WaitForLock();
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}
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public void SignalIsAllocatingEvent()
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{
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Monitor.PulseAll(Lock);
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}
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public void WaitIsAllocatingEvent()
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{
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WaitForLock();
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}
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public void SignalQueueEvent()
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{
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BufferQueued?.Invoke();
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}
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private void WaitForLock()
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{
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if (Active)
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{
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Monitor.Wait(Lock);
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}
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}
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public void FreeBufferLocked(int slot)
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{
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Slots[slot].GraphicBuffer.Reset();
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if (Slots[slot].BufferState == BufferState.Acquired)
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{
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Slots[slot].NeedsCleanupOnRelease = true;
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}
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Slots[slot].BufferState = BufferState.Free;
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Slots[slot].FrameNumber = uint.MaxValue;
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Slots[slot].AcquireCalled = false;
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Slots[slot].Fence.FenceCount = 0;
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}
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public void FreeAllBuffersLocked()
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{
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BufferHasBeenQueued = false;
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for (int slot = 0; slot < Slots.Length; slot++)
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{
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FreeBufferLocked(slot);
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}
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}
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public bool StillTracking(ref BufferItem item)
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{
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BufferSlot slot = Slots[item.Slot];
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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 == item.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
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}
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public void WaitWhileAllocatingLocked()
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{
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while (IsAllocating)
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{
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WaitIsAllocatingEvent();
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}
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}
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public void CheckSystemEventsLocked(int maxBufferCount)
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{
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if (!EnableExternalEvent)
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{
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return;
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}
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bool needBufferReleaseSignal = false;
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bool needFrameAvailableSignal = false;
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if (maxBufferCount > 1)
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{
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for (int i = 0; i < maxBufferCount; i++)
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{
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if (Slots[i].BufferState == BufferState.Queued)
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{
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needFrameAvailableSignal = true;
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}
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else if (Slots[i].BufferState == BufferState.Free)
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{
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needBufferReleaseSignal = true;
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}
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}
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}
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if (needBufferReleaseSignal)
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{
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SignalWaitBufferFreeEvent();
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}
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else
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{
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_waitBufferFreeEvent.WritableEvent.Clear();
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}
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if (needFrameAvailableSignal)
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{
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SignalFrameAvailableEvent();
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}
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else
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{
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_frameAvailableEvent.WritableEvent.Clear();
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}
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}
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public bool IsProducerConnectedLocked()
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{
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return ConnectedApi != NativeWindowApi.NoApi;
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}
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public bool IsConsumerConnectedLocked()
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{
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return ConsumerListener != null;
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}
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public KReadableEvent GetWaitBufferFreeEvent()
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{
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lock (Lock)
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{
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return _waitBufferFreeEvent.ReadableEvent;
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}
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}
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public bool IsOwnedByConsumerLocked(int slot)
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{
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if (Slots[slot].BufferState != BufferState.Acquired)
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{
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Logger.Error?.Print(LogClass.SurfaceFlinger, $"Slot {slot} is not owned by the consumer (state = {Slots[slot].BufferState})");
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return false;
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}
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return true;
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}
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public bool IsOwnedByProducerLocked(int slot)
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{
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if (Slots[slot].BufferState != BufferState.Dequeued)
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{
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Logger.Error?.Print(LogClass.SurfaceFlinger, $"Slot {slot} is not owned by the producer (state = {Slots[slot].BufferState})");
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return false;
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}
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return true;
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}
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}
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}
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