mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 20:36:41 +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
28 lines
726 B
C#
28 lines
726 B
C#
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|
{
|
|
class BufferSlotArray
|
|
{
|
|
// TODO: move to BufferQueue
|
|
public const int NumBufferSlots = 0x40;
|
|
public const int MaxAcquiredBuffers = NumBufferSlots - 2;
|
|
public const int InvalidBufferSlot = -1;
|
|
|
|
private BufferSlot[] _raw = new BufferSlot[NumBufferSlots];
|
|
|
|
public BufferSlotArray()
|
|
{
|
|
for (int i = 0; i < _raw.Length; i++)
|
|
{
|
|
_raw[i] = new BufferSlot();
|
|
}
|
|
}
|
|
|
|
public BufferSlot this[int index]
|
|
{
|
|
get => _raw[index];
|
|
set => _raw[index] = value;
|
|
}
|
|
|
|
public int Length => NumBufferSlots;
|
|
}
|
|
}
|