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Ryujinx/Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs
gdkchan 0d174cbd45
EventWait should not signal the event when it returns Success (#2739)
* Fix race when EventWait is called and a wait is done on the CPU

* This is useless now

* Fix EventSignal

* Ensure the signal belongs to the current fence, to avoid stale signals
2021-10-19 17:25:32 -03:00

460 lines
14 KiB
C#

using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu;
using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvMap;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
{
class SurfaceFlinger : IConsumerListener, IDisposable
{
private const int TargetFps = 60;
private Switch _device;
private Dictionary<long, Layer> _layers;
private bool _isRunning;
private Thread _composerThread;
private Stopwatch _chrono;
private ManualResetEvent _event = new ManualResetEvent(false);
private AutoResetEvent _nextFrameEvent = new AutoResetEvent(true);
private long _ticks;
private long _ticksPerFrame;
private long _spinTicks;
private long _1msTicks;
private int _swapInterval;
private readonly object Lock = new object();
public long RenderLayerId { get; private set; }
private class Layer
{
public int ProducerBinderId;
public IGraphicBufferProducer Producer;
public BufferItemConsumer Consumer;
public BufferQueueCore Core;
public long Owner;
}
private class TextureCallbackInformation
{
public Layer Layer;
public BufferItem Item;
}
public SurfaceFlinger(Switch device)
{
_device = device;
_layers = new Dictionary<long, Layer>();
RenderLayerId = 0;
_composerThread = new Thread(HandleComposition)
{
Name = "SurfaceFlinger.Composer"
};
_chrono = new Stopwatch();
_chrono.Start();
_ticks = 0;
_spinTicks = Stopwatch.Frequency / 500;
_1msTicks = Stopwatch.Frequency / 1000;
UpdateSwapInterval(1);
_composerThread.Start();
}
private void UpdateSwapInterval(int swapInterval)
{
_swapInterval = swapInterval;
// If the swap interval is 0, Game VSync is disabled.
if (_swapInterval == 0)
{
_nextFrameEvent.Set();
_ticksPerFrame = 1;
}
else
{
_ticksPerFrame = Stopwatch.Frequency / (TargetFps / _swapInterval);
}
}
public IGraphicBufferProducer OpenLayer(long pid, long layerId)
{
bool needCreate;
lock (Lock)
{
needCreate = GetLayerByIdLocked(layerId) == null;
}
if (needCreate)
{
CreateLayerFromId(pid, layerId);
}
return GetProducerByLayerId(layerId);
}
public IGraphicBufferProducer CreateLayer(long pid, out long layerId)
{
layerId = 1;
lock (Lock)
{
foreach (KeyValuePair<long, Layer> pair in _layers)
{
if (pair.Key >= layerId)
{
layerId = pair.Key + 1;
}
}
}
CreateLayerFromId(pid, layerId);
return GetProducerByLayerId(layerId);
}
private void CreateLayerFromId(long pid, long layerId)
{
lock (Lock)
{
Logger.Info?.Print(LogClass.SurfaceFlinger, $"Creating layer {layerId}");
BufferQueueCore core = BufferQueue.CreateBufferQueue(_device, pid, out BufferQueueProducer producer, out BufferQueueConsumer consumer);
core.BufferQueued += () =>
{
_nextFrameEvent.Set();
};
_layers.Add(layerId, new Layer
{
ProducerBinderId = HOSBinderDriverServer.RegisterBinderObject(producer),
Producer = producer,
Consumer = new BufferItemConsumer(_device, consumer, 0, -1, false, this),
Core = core,
Owner = pid
});
}
}
public bool CloseLayer(long layerId)
{
lock (Lock)
{
Layer layer = GetLayerByIdLocked(layerId);
if (layer != null)
{
HOSBinderDriverServer.UnregisterBinderObject(layer.ProducerBinderId);
}
bool removed = _layers.Remove(layerId);
// If the layer was removed and the current in use, we need to change the current layer in use.
if (removed && RenderLayerId == layerId)
{
// If no layer is availaible, reset to default value.
if (_layers.Count == 0)
{
SetRenderLayer(0);
}
else
{
SetRenderLayer(_layers.Last().Key);
}
}
return removed;
}
}
public void SetRenderLayer(long layerId)
{
lock (Lock)
{
RenderLayerId = layerId;
}
}
private Layer GetLayerByIdLocked(long layerId)
{
foreach (KeyValuePair<long, Layer> pair in _layers)
{
if (pair.Key == layerId)
{
return pair.Value;
}
}
return null;
}
public IGraphicBufferProducer GetProducerByLayerId(long layerId)
{
lock (Lock)
{
Layer layer = GetLayerByIdLocked(layerId);
if (layer != null)
{
return layer.Producer;
}
}
return null;
}
private void HandleComposition()
{
_isRunning = true;
long lastTicks = _chrono.ElapsedTicks;
while (_isRunning)
{
long ticks = _chrono.ElapsedTicks;
if (_swapInterval == 0)
{
Compose();
_device.System?.SignalVsync();
_nextFrameEvent.WaitOne(17);
lastTicks = ticks;
}
else
{
_ticks += ticks - lastTicks;
lastTicks = ticks;
if (_ticks >= _ticksPerFrame)
{
Compose();
_device.System?.SignalVsync();
// Apply a maximum bound of 3 frames to the tick remainder, in case some event causes Ryujinx to pause for a long time or messes with the timer.
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame * 3);
}
// Sleep if possible. If the time til the next frame is too low, spin wait instead.
long diff = _ticksPerFrame - (_ticks + _chrono.ElapsedTicks - ticks);
if (diff > 0)
{
if (diff < _spinTicks)
{
do
{
// SpinWait is a little more HT/SMT friendly than aggressively updating/checking ticks.
// The value of 5 still gives us quite a bit of precision (~0.0003ms variance at worst) while waiting a reasonable amount of time.
Thread.SpinWait(5);
ticks = _chrono.ElapsedTicks;
_ticks += ticks - lastTicks;
lastTicks = ticks;
} while (_ticks < _ticksPerFrame);
}
else
{
_event.WaitOne((int)(diff / _1msTicks));
}
}
}
}
}
public void Compose()
{
lock (Lock)
{
// TODO: support multilayers (& multidisplay ?)
if (RenderLayerId == 0)
{
return;
}
Layer layer = GetLayerByIdLocked(RenderLayerId);
Status acquireStatus = layer.Consumer.AcquireBuffer(out BufferItem item, 0);
if (acquireStatus == Status.Success)
{
// If device vsync is disabled, reflect the change.
if (!_device.EnableDeviceVsync)
{
if (_swapInterval != 0)
{
UpdateSwapInterval(0);
}
}
else if (item.SwapInterval != _swapInterval)
{
UpdateSwapInterval(item.SwapInterval);
}
PostFrameBuffer(layer, item);
}
else if (acquireStatus != Status.NoBufferAvailaible && acquireStatus != Status.InvalidOperation)
{
throw new InvalidOperationException();
}
}
}
private void PostFrameBuffer(Layer layer, BufferItem item)
{
int frameBufferWidth = item.GraphicBuffer.Object.Width;
int frameBufferHeight = item.GraphicBuffer.Object.Height;
int nvMapHandle = item.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
if (nvMapHandle == 0)
{
nvMapHandle = item.GraphicBuffer.Object.Buffer.NvMapId;
}
ulong bufferOffset = (ulong)item.GraphicBuffer.Object.Buffer.Surfaces[0].Offset;
NvMapHandle map = NvMapDeviceFile.GetMapFromHandle(layer.Owner, nvMapHandle);
ulong frameBufferAddress = map.Address + bufferOffset;
Format format = ConvertColorFormat(item.GraphicBuffer.Object.Buffer.Surfaces[0].ColorFormat);
int bytesPerPixel =
format == Format.B5G6R5Unorm ||
format == Format.R4G4B4A4Unorm ? 2 : 4;
int gobBlocksInY = 1 << item.GraphicBuffer.Object.Buffer.Surfaces[0].BlockHeightLog2;
// Note: Rotation is being ignored.
Rect cropRect = item.Crop;
bool flipX = item.Transform.HasFlag(NativeWindowTransform.FlipX);
bool flipY = item.Transform.HasFlag(NativeWindowTransform.FlipY);
AspectRatio aspectRatio = _device.Configuration.AspectRatio;
bool isStretched = aspectRatio == AspectRatio.Stretched;
ImageCrop crop = new ImageCrop(
cropRect.Left,
cropRect.Right,
cropRect.Top,
cropRect.Bottom,
flipX,
flipY,
isStretched,
aspectRatio.ToFloatX(),
aspectRatio.ToFloatY());
TextureCallbackInformation textureCallbackInformation = new TextureCallbackInformation
{
Layer = layer,
Item = item
};
_device.Gpu.Window.EnqueueFrameThreadSafe(
layer.Owner,
frameBufferAddress,
frameBufferWidth,
frameBufferHeight,
0,
false,
gobBlocksInY,
format,
bytesPerPixel,
crop,
AcquireBuffer,
ReleaseBuffer,
textureCallbackInformation);
if (item.Fence.FenceCount == 0)
{
_device.Gpu.Window.SignalFrameReady();
_device.Gpu.GPFifo.Interrupt();
}
else
{
item.Fence.RegisterCallback(_device.Gpu, (x) =>
{
_device.Gpu.Window.SignalFrameReady();
_device.Gpu.GPFifo.Interrupt();
});
}
}
private void ReleaseBuffer(object obj)
{
ReleaseBuffer((TextureCallbackInformation)obj);
}
private void ReleaseBuffer(TextureCallbackInformation information)
{
AndroidFence fence = AndroidFence.NoFence;
information.Layer.Consumer.ReleaseBuffer(information.Item, ref fence);
}
private void AcquireBuffer(GpuContext ignored, object obj)
{
AcquireBuffer((TextureCallbackInformation)obj);
}
private void AcquireBuffer(TextureCallbackInformation information)
{
information.Item.Fence.WaitForever(_device.Gpu);
}
public static Format ConvertColorFormat(ColorFormat colorFormat)
{
return colorFormat switch
{
ColorFormat.A8B8G8R8 => Format.R8G8B8A8Unorm,
ColorFormat.X8B8G8R8 => Format.R8G8B8A8Unorm,
ColorFormat.R5G6B5 => Format.B5G6R5Unorm,
ColorFormat.A8R8G8B8 => Format.B8G8R8A8Unorm,
ColorFormat.A4B4G4R4 => Format.R4G4B4A4Unorm,
_ => throw new NotImplementedException($"Color Format \"{colorFormat}\" not implemented!"),
};
}
public void Dispose()
{
_isRunning = false;
foreach (Layer layer in _layers.Values)
{
layer.Core.PrepareForExit();
}
}
public void OnFrameAvailable(ref BufferItem item)
{
_device.Statistics.RecordGameFrameTime();
}
public void OnFrameReplaced(ref BufferItem item)
{
_device.Statistics.RecordGameFrameTime();
}
public void OnBuffersReleased() {}
}
}