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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
89 lines
No EOL
2.2 KiB
C#
89 lines
No EOL
2.2 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.HLE.HOS.Services.Nv.Types;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x24)]
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struct AndroidFence : IFlattenable
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{
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public int FenceCount;
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private byte _fenceStorageStart;
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private Span<byte> _storage => MemoryMarshal.CreateSpan(ref _fenceStorageStart, Unsafe.SizeOf<NvFence>() * 4);
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public Span<NvFence> NvFences => MemoryMarshal.Cast<byte, NvFence>(_storage);
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public static AndroidFence NoFence
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{
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get
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{
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AndroidFence fence = new AndroidFence
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{
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FenceCount = 0
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};
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fence.NvFences[0].Id = NvFence.InvalidSyncPointId;
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return fence;
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}
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}
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public void AddFence(NvFence fence)
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{
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NvFences[FenceCount++] = fence;
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}
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public void WaitForever(GpuContext gpuContext)
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{
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bool hasTimeout = Wait(gpuContext, TimeSpan.FromMilliseconds(3000));
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if (hasTimeout)
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{
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Logger.PrintError(LogClass.SurfaceFlinger, "Android fence didn't signal in 3000 ms");
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Wait(gpuContext, Timeout.InfiniteTimeSpan);
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}
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}
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public bool Wait(GpuContext gpuContext, TimeSpan timeout)
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{
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for (int i = 0; i < FenceCount; i++)
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{
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bool hasTimeout = NvFences[i].Wait(gpuContext, timeout);
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if (hasTimeout)
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{
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return true;
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}
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}
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return false;
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}
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public uint GetFlattenedSize()
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{
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return (uint)Unsafe.SizeOf<AndroidFence>();
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}
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public uint GetFdCount()
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{
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return 0;
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}
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public void Flatten(Parcel parcel)
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{
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parcel.WriteUnmanagedType(ref this);
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}
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public void Unflatten(Parcel parcel)
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{
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this = parcel.ReadUnmanagedType<AndroidFence>();
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}
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}
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} |