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nvflinger: Create layers when they are queried but not found
Fixes Shantae softlock on boot.
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260b841dc3
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da62e92784
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@ -139,11 +139,15 @@ std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
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}
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}
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const u64 layer_id = next_layer_id++;
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const u64 layer_id = next_layer_id++;
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CreateLayerAtId(*display, layer_id);
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return layer_id;
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}
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void NVFlinger::CreateLayerAtId(VI::Display& display, u64 layer_id) {
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const u32 buffer_queue_id = next_buffer_queue_id++;
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const u32 buffer_queue_id = next_buffer_queue_id++;
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buffer_queues.emplace_back(
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buffer_queues.emplace_back(
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std::make_unique<BufferQueue>(system.Kernel(), buffer_queue_id, layer_id));
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std::make_unique<BufferQueue>(system.Kernel(), buffer_queue_id, layer_id));
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display->CreateLayer(layer_id, *buffer_queues.back());
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display.CreateLayer(layer_id, *buffer_queues.back());
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return layer_id;
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}
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}
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void NVFlinger::CloseLayer(u64 layer_id) {
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void NVFlinger::CloseLayer(u64 layer_id) {
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@ -154,9 +158,9 @@ void NVFlinger::CloseLayer(u64 layer_id) {
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}
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}
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}
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}
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std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) const {
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std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) {
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const auto lock_guard = Lock();
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const auto lock_guard = Lock();
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const auto* const layer = FindLayer(display_id, layer_id);
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const auto* const layer = FindOrCreateLayer(display_id, layer_id);
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if (layer == nullptr) {
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if (layer == nullptr) {
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return std::nullopt;
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return std::nullopt;
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@ -232,6 +236,24 @@ const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
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return display->FindLayer(layer_id);
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return display->FindLayer(layer_id);
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}
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}
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VI::Layer* NVFlinger::FindOrCreateLayer(u64 display_id, u64 layer_id) {
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auto* const display = FindDisplay(display_id);
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if (display == nullptr) {
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return nullptr;
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}
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auto* layer = display->FindLayer(layer_id);
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if (layer == nullptr) {
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LOG_DEBUG(Service, "Layer at id {} not found. Trying to create it.", layer_id);
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CreateLayerAtId(*display, layer_id);
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return display->FindLayer(layer_id);
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}
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return layer;
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}
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void NVFlinger::Compose() {
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void NVFlinger::Compose() {
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for (auto& display : displays) {
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for (auto& display : displays) {
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// Trigger vsync for this display at the end of drawing
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// Trigger vsync for this display at the end of drawing
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@ -67,7 +67,7 @@ public:
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/// Finds the buffer queue ID of the specified layer in the specified display.
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/// Finds the buffer queue ID of the specified layer in the specified display.
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///
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///
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/// If an invalid display ID or layer ID is provided, then an empty optional is returned.
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/// If an invalid display ID or layer ID is provided, then an empty optional is returned.
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[[nodiscard]] std::optional<u32> FindBufferQueueId(u64 display_id, u64 layer_id) const;
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[[nodiscard]] std::optional<u32> FindBufferQueueId(u64 display_id, u64 layer_id);
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/// Gets the vsync event for the specified display.
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/// Gets the vsync event for the specified display.
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///
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///
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@ -100,6 +100,14 @@ private:
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/// Finds the layer identified by the specified ID in the desired display.
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/// Finds the layer identified by the specified ID in the desired display.
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[[nodiscard]] const VI::Layer* FindLayer(u64 display_id, u64 layer_id) const;
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[[nodiscard]] const VI::Layer* FindLayer(u64 display_id, u64 layer_id) const;
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/// Finds the layer identified by the specified ID in the desired display,
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/// or creates the layer if it is not found.
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/// To be used when the system expects the specified ID to already exist.
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[[nodiscard]] VI::Layer* FindOrCreateLayer(u64 display_id, u64 layer_id);
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/// Creates a layer with the specified layer ID in the desired display.
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void CreateLayerAtId(VI::Display& display, u64 layer_id);
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static void VSyncThread(NVFlinger& nv_flinger);
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static void VSyncThread(NVFlinger& nv_flinger);
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void SplitVSync();
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void SplitVSync();
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