mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-09 20:28:36 +00:00
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
96 lines
2.7 KiB
C#
96 lines
2.7 KiB
C#
using Ryujinx.Graphics.Gpu;
|
|
using System;
|
|
|
|
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|
{
|
|
class BufferItemConsumer : ConsumerBase
|
|
{
|
|
private GpuContext _gpuContext;
|
|
|
|
public BufferItemConsumer(Switch device,
|
|
BufferQueueConsumer consumer,
|
|
uint consumerUsage,
|
|
int bufferCount,
|
|
bool controlledByApp,
|
|
IConsumerListener listener = null) : base(consumer, controlledByApp, listener)
|
|
{
|
|
_gpuContext = device.Gpu;
|
|
|
|
Status status = Consumer.SetConsumerUsageBits(consumerUsage);
|
|
|
|
if (status != Status.Success)
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
if (bufferCount != -1)
|
|
{
|
|
status = Consumer.SetMaxAcquiredBufferCount(bufferCount);
|
|
|
|
if (status != Status.Success)
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
}
|
|
}
|
|
|
|
public Status AcquireBuffer(out BufferItem bufferItem, ulong expectedPresent, bool waitForFence = false)
|
|
{
|
|
lock (Lock)
|
|
{
|
|
Status status = AcquireBufferLocked(out BufferItem tmp, expectedPresent);
|
|
|
|
if (status != Status.Success)
|
|
{
|
|
bufferItem = null;
|
|
|
|
return status;
|
|
}
|
|
|
|
// Make sure to clone the object to not temper the real instance.
|
|
bufferItem = (BufferItem)tmp.Clone();
|
|
|
|
if (waitForFence)
|
|
{
|
|
bufferItem.Fence.WaitForever(_gpuContext);
|
|
}
|
|
|
|
bufferItem.GraphicBuffer.Set(Slots[bufferItem.Slot].GraphicBuffer);
|
|
|
|
return Status.Success;
|
|
}
|
|
}
|
|
|
|
public Status ReleaseBuffer(BufferItem bufferItem, ref AndroidFence fence)
|
|
{
|
|
lock (Lock)
|
|
{
|
|
Status result = AddReleaseFenceLocked(bufferItem.Slot, ref bufferItem.GraphicBuffer, ref fence);
|
|
|
|
if (result == Status.Success)
|
|
{
|
|
result = ReleaseBufferLocked(bufferItem.Slot, ref bufferItem.GraphicBuffer);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
public Status SetDefaultBufferSize(uint width, uint height)
|
|
{
|
|
lock (Lock)
|
|
{
|
|
return Consumer.SetDefaultBufferSize(width, height);
|
|
}
|
|
}
|
|
|
|
public Status SetDefaultBufferFormat(PixelFormat defaultFormat)
|
|
{
|
|
lock (Lock)
|
|
{
|
|
return Consumer.SetDefaultBufferFormat(defaultFormat);
|
|
}
|
|
}
|
|
}
|
|
}
|