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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
28 lines
726 B
C#
28 lines
726 B
C#
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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class BufferSlotArray
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{
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// TODO: move to BufferQueue
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public const int NumBufferSlots = 0x40;
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public const int MaxAcquiredBuffers = NumBufferSlots - 2;
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public const int InvalidBufferSlot = -1;
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private BufferSlot[] _raw = new BufferSlot[NumBufferSlots];
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public BufferSlotArray()
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{
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for (int i = 0; i < _raw.Length; i++)
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{
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_raw[i] = new BufferSlot();
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}
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}
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public BufferSlot this[int index]
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{
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get => _raw[index];
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set => _raw[index] = value;
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}
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public int Length => NumBufferSlots;
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}
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}
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