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https://github.com/ryujinx-mirror/ryujinx.git
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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
41 lines
1 KiB
C#
41 lines
1 KiB
C#
using Ryujinx.Graphics.Gpu;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.HLE.HOS.Services.Nv.Types
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{
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[StructLayout(LayoutKind.Sequential, Size = 0x8)]
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internal struct NvFence
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{
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public const uint InvalidSyncPointId = uint.MaxValue;
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public uint Id;
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public uint Value;
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public bool IsValid()
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{
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return Id != InvalidSyncPointId;
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}
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public void UpdateValue(NvHostSyncpt hostSyncpt)
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{
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Value = hostSyncpt.ReadSyncpointValue(Id);
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}
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public void Increment(GpuContext gpuContext)
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{
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Value = gpuContext.Synchronization.IncrementSyncpoint(Id);
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}
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public bool Wait(GpuContext gpuContext, TimeSpan timeout)
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{
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if (IsValid())
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{
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return gpuContext.Synchronization.WaitOnSyncpoint(Id, Value, timeout);
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}
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return false;
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}
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}
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}
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