Ryujinx/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlot.cs
Thog 36749c358d
SurfaceFlinger v2 (#981)
* 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
2020-04-22 14:10:27 +10:00

23 lines
845 B
C#

using Ryujinx.HLE.HOS.Services.SurfaceFlinger.Types;
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
{
class BufferSlot
{
public AndroidStrongPointer<GraphicBuffer> GraphicBuffer;
public BufferState BufferState;
public bool RequestBufferCalled;
public ulong FrameNumber;
public AndroidFence Fence;
public bool AcquireCalled;
public bool NeedsCleanupOnRelease;
public bool AttachedByConsumer;
public BufferSlot()
{
GraphicBuffer = new AndroidStrongPointer<GraphicBuffer>();
BufferState = BufferState.Free;
}
}
}