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Ryujinx/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferItemConsumer.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

95 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);
}
}
}
}