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ryujinx-fork/Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs
emmauss db1a759c59 Lock GbpQueueBuffer till Vsync is signalled (#367)
* Initial Framerate limit implementation

* use seperate event for limiter

* check for vsync signal after queue up framebuffer

* removed ingame toggle

* fix nits
2018-09-10 01:38:56 +02:00

421 lines
No EOL
13 KiB
C#

using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Texture;
using Ryujinx.HLE.HOS.Kernel;
using Ryujinx.HLE.HOS.Services.Nv.NvMap;
using Ryujinx.HLE.Logging;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading;
using static Ryujinx.HLE.HOS.Services.Android.Parcel;
namespace Ryujinx.HLE.HOS.Services.Android
{
class NvFlinger : IDisposable
{
private delegate long ServiceProcessParcel(ServiceCtx Context, BinaryReader ParcelReader);
private Dictionary<(string, int), ServiceProcessParcel> Commands;
private KEvent ReleaseEvent;
private IGalRenderer Renderer;
private const int BufferQueueCount = 0x40;
private const int BufferQueueMask = BufferQueueCount - 1;
[Flags]
private enum HalTransform
{
FlipX = 1 << 0,
FlipY = 1 << 1,
Rotate90 = 1 << 2
}
private enum BufferState
{
Free,
Dequeued,
Queued,
Acquired
}
private struct Rect
{
public int Top;
public int Left;
public int Right;
public int Bottom;
}
private struct BufferEntry
{
public BufferState State;
public HalTransform Transform;
public Rect Crop;
public GbpBuffer Data;
}
private BufferEntry[] BufferQueue;
private ManualResetEvent WaitBufferFree;
private bool Disposed;
public NvFlinger(IGalRenderer Renderer, KEvent ReleaseEvent)
{
Commands = new Dictionary<(string, int), ServiceProcessParcel>()
{
{ ("android.gui.IGraphicBufferProducer", 0x1), GbpRequestBuffer },
{ ("android.gui.IGraphicBufferProducer", 0x3), GbpDequeueBuffer },
{ ("android.gui.IGraphicBufferProducer", 0x4), GbpDetachBuffer },
{ ("android.gui.IGraphicBufferProducer", 0x7), GbpQueueBuffer },
{ ("android.gui.IGraphicBufferProducer", 0x8), GbpCancelBuffer },
{ ("android.gui.IGraphicBufferProducer", 0x9), GbpQuery },
{ ("android.gui.IGraphicBufferProducer", 0xa), GbpConnect },
{ ("android.gui.IGraphicBufferProducer", 0xb), GbpDisconnect },
{ ("android.gui.IGraphicBufferProducer", 0xe), GbpPreallocBuffer }
};
this.Renderer = Renderer;
this.ReleaseEvent = ReleaseEvent;
BufferQueue = new BufferEntry[0x40];
WaitBufferFree = new ManualResetEvent(false);
}
public long ProcessParcelRequest(ServiceCtx Context, byte[] ParcelData, int Code)
{
using (MemoryStream MS = new MemoryStream(ParcelData))
{
BinaryReader Reader = new BinaryReader(MS);
MS.Seek(4, SeekOrigin.Current);
int StrSize = Reader.ReadInt32();
string InterfaceName = Encoding.Unicode.GetString(Reader.ReadBytes(StrSize * 2));
long Remainder = MS.Position & 0xf;
if (Remainder != 0)
{
MS.Seek(0x10 - Remainder, SeekOrigin.Current);
}
MS.Seek(0x50, SeekOrigin.Begin);
if (Commands.TryGetValue((InterfaceName, Code), out ServiceProcessParcel ProcReq))
{
Context.Device.Log.PrintDebug(LogClass.ServiceVi, $"{InterfaceName} {ProcReq.Method.Name}");
return ProcReq(Context, Reader);
}
else
{
throw new NotImplementedException($"{InterfaceName} {Code}");
}
}
}
private long GbpRequestBuffer(ServiceCtx Context, BinaryReader ParcelReader)
{
int Slot = ParcelReader.ReadInt32();
using (MemoryStream MS = new MemoryStream())
{
BinaryWriter Writer = new BinaryWriter(MS);
BufferEntry Entry = BufferQueue[Slot];
int BufferCount = 1; //?
long BufferSize = Entry.Data.Size;
Writer.Write(BufferCount);
Writer.Write(BufferSize);
Entry.Data.Write(Writer);
Writer.Write(0);
return MakeReplyParcel(Context, MS.ToArray());
}
}
private long GbpDequeueBuffer(ServiceCtx Context, BinaryReader ParcelReader)
{
//TODO: Errors.
int Format = ParcelReader.ReadInt32();
int Width = ParcelReader.ReadInt32();
int Height = ParcelReader.ReadInt32();
int GetTimestamps = ParcelReader.ReadInt32();
int Usage = ParcelReader.ReadInt32();
int Slot = GetFreeSlotBlocking(Width, Height);
return MakeReplyParcel(Context, Slot, 1, 0x24, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
private long GbpQueueBuffer(ServiceCtx Context, BinaryReader ParcelReader)
{
Context.Device.Statistics.RecordGameFrameTime();
//TODO: Errors.
int Slot = ParcelReader.ReadInt32();
int Unknown4 = ParcelReader.ReadInt32();
int Unknown8 = ParcelReader.ReadInt32();
int Unknownc = ParcelReader.ReadInt32();
int Timestamp = ParcelReader.ReadInt32();
int IsAutoTimestamp = ParcelReader.ReadInt32();
int CropTop = ParcelReader.ReadInt32();
int CropLeft = ParcelReader.ReadInt32();
int CropRight = ParcelReader.ReadInt32();
int CropBottom = ParcelReader.ReadInt32();
int ScalingMode = ParcelReader.ReadInt32();
int Transform = ParcelReader.ReadInt32();
int StickyTransform = ParcelReader.ReadInt32();
int Unknown34 = ParcelReader.ReadInt32();
int Unknown38 = ParcelReader.ReadInt32();
int IsFenceValid = ParcelReader.ReadInt32();
int Fence0Id = ParcelReader.ReadInt32();
int Fence0Value = ParcelReader.ReadInt32();
int Fence1Id = ParcelReader.ReadInt32();
int Fence1Value = ParcelReader.ReadInt32();
BufferQueue[Slot].Transform = (HalTransform)Transform;
BufferQueue[Slot].Crop.Top = CropTop;
BufferQueue[Slot].Crop.Left = CropLeft;
BufferQueue[Slot].Crop.Right = CropRight;
BufferQueue[Slot].Crop.Bottom = CropBottom;
BufferQueue[Slot].State = BufferState.Queued;
SendFrameBuffer(Context, Slot);
if (Context.Device.EnableDeviceVsync)
{
Context.Device.VsyncEvent.WaitOne();
}
return MakeReplyParcel(Context, 1280, 720, 0, 0, 0);
}
private long GbpDetachBuffer(ServiceCtx Context, BinaryReader ParcelReader)
{
return MakeReplyParcel(Context, 0);
}
private long GbpCancelBuffer(ServiceCtx Context, BinaryReader ParcelReader)
{
//TODO: Errors.
int Slot = ParcelReader.ReadInt32();
BufferQueue[Slot].State = BufferState.Free;
return MakeReplyParcel(Context, 0);
}
private long GbpQuery(ServiceCtx Context, BinaryReader ParcelReader)
{
return MakeReplyParcel(Context, 0, 0);
}
private long GbpConnect(ServiceCtx Context, BinaryReader ParcelReader)
{
return MakeReplyParcel(Context, 1280, 720, 0, 0, 0);
}
private long GbpDisconnect(ServiceCtx Context, BinaryReader ParcelReader)
{
return MakeReplyParcel(Context, 0);
}
private long GbpPreallocBuffer(ServiceCtx Context, BinaryReader ParcelReader)
{
int Slot = ParcelReader.ReadInt32();
int BufferCount = ParcelReader.ReadInt32();
if (BufferCount > 0)
{
long BufferSize = ParcelReader.ReadInt64();
BufferQueue[Slot].State = BufferState.Free;
BufferQueue[Slot].Data = new GbpBuffer(ParcelReader);
}
return MakeReplyParcel(Context, 0);
}
private long MakeReplyParcel(ServiceCtx Context, params int[] Ints)
{
using (MemoryStream MS = new MemoryStream())
{
BinaryWriter Writer = new BinaryWriter(MS);
foreach (int Int in Ints)
{
Writer.Write(Int);
}
return MakeReplyParcel(Context, MS.ToArray());
}
}
private long MakeReplyParcel(ServiceCtx Context, byte[] Data)
{
long ReplyPos = Context.Request.ReceiveBuff[0].Position;
long ReplySize = Context.Request.ReceiveBuff[0].Size;
byte[] Reply = MakeParcel(Data, new byte[0]);
Context.Memory.WriteBytes(ReplyPos, Reply);
return 0;
}
private void SendFrameBuffer(ServiceCtx Context, int Slot)
{
int FbWidth = BufferQueue[Slot].Data.Width;
int FbHeight = BufferQueue[Slot].Data.Height;
int NvMapHandle = BitConverter.ToInt32(BufferQueue[Slot].Data.RawData, 0x4c);
int BufferOffset = BitConverter.ToInt32(BufferQueue[Slot].Data.RawData, 0x50);
NvMapHandle Map = NvMapIoctl.GetNvMap(Context, NvMapHandle);;
long FbAddr = Map.Address + BufferOffset;
BufferQueue[Slot].State = BufferState.Acquired;
Rect Crop = BufferQueue[Slot].Crop;
bool FlipX = BufferQueue[Slot].Transform.HasFlag(HalTransform.FlipX);
bool FlipY = BufferQueue[Slot].Transform.HasFlag(HalTransform.FlipY);
//Rotation is being ignored
int Top = Crop.Top;
int Left = Crop.Left;
int Right = Crop.Right;
int Bottom = Crop.Bottom;
Renderer.QueueAction(() => Renderer.RenderTarget.SetTransform(FlipX, FlipY, Top, Left, Right, Bottom));
//TODO: Support double buffering here aswell, it is broken for GPU
//frame buffers because it seems to be completely out of sync.
if (Context.Device.Gpu.Engine3d.IsFrameBufferPosition(FbAddr))
{
//Frame buffer is rendered to by the GPU, we can just
//bind the frame buffer texture, it's not necessary to read anything.
Renderer.QueueAction(() => Renderer.RenderTarget.Set(FbAddr));
}
else
{
//Frame buffer is not set on the GPU registers, in this case
//assume that the app is manually writing to it.
TextureInfo Texture = new TextureInfo(FbAddr, FbWidth, FbHeight);
byte[] Data = TextureReader.Read(Context.Memory, Texture);
Renderer.QueueAction(() => Renderer.RenderTarget.Set(Data, FbWidth, FbHeight));
}
Context.Device.Gpu.Renderer.QueueAction(() => ReleaseBuffer(Slot));
}
private void ReleaseBuffer(int Slot)
{
BufferQueue[Slot].State = BufferState.Free;
ReleaseEvent.WaitEvent.Set();
lock (WaitBufferFree)
{
WaitBufferFree.Set();
}
}
private int GetFreeSlotBlocking(int Width, int Height)
{
int Slot;
do
{
lock (WaitBufferFree)
{
if ((Slot = GetFreeSlot(Width, Height)) != -1)
{
break;
}
if (Disposed)
{
break;
}
WaitBufferFree.Reset();
}
WaitBufferFree.WaitOne();
}
while (!Disposed);
return Slot;
}
private int GetFreeSlot(int Width, int Height)
{
lock (BufferQueue)
{
for (int Slot = 0; Slot < BufferQueue.Length; Slot++)
{
if (BufferQueue[Slot].State != BufferState.Free)
{
continue;
}
GbpBuffer Data = BufferQueue[Slot].Data;
if (Data.Width == Width &&
Data.Height == Height)
{
BufferQueue[Slot].State = BufferState.Dequeued;
return Slot;
}
}
}
return -1;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing && !Disposed)
{
Disposed = true;
lock (WaitBufferFree)
{
WaitBufferFree.Set();
}
WaitBufferFree.Dispose();
}
}
}
}