mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-15 19:41:16 +01:00
10aa11ce13
* Interrupt GPU command processing when a frame's fence is reached. * Accumulate times rather than %s * Accurate timer for vsync Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo) * Use event wait for better timing. * Fix lazy wait Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms. * A bit more efficiency on frame waits. Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits) * Better swap interval 0 solution 737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways) * Fix comment. * Address Comments.
868 lines
30 KiB
C#
868 lines
30 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.HOS.Services.Settings;
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using Ryujinx.HLE.HOS.Services.SurfaceFlinger.Types;
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using Ryujinx.HLE.HOS.Services.Time.Clock;
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using System;
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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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class BufferQueueProducer : IGraphicBufferProducer
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{
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public BufferQueueCore Core { get; }
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private uint _stickyTransform;
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private uint _nextCallbackTicket;
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private uint _currentCallbackTicket;
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private uint _callbackTicket;
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private readonly object _callbackLock = new object();
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public BufferQueueProducer(BufferQueueCore core)
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{
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Core = core;
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_stickyTransform = 0;
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_callbackTicket = 0;
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_nextCallbackTicket = 0;
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_currentCallbackTicket = 0;
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}
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public override Status RequestBuffer(int slot, out AndroidStrongPointer<GraphicBuffer> graphicBuffer)
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{
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graphicBuffer = new AndroidStrongPointer<GraphicBuffer>();
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lock (Core.Lock)
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{
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if (Core.IsAbandoned)
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{
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return Status.NoInit;
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}
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if (slot < 0 || slot >= Core.Slots.Length || !Core.IsOwnedByProducerLocked(slot))
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{
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return Status.BadValue;
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}
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graphicBuffer.Set(Core.Slots[slot].GraphicBuffer);
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Core.Slots[slot].RequestBufferCalled = true;
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return Status.Success;
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}
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}
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public override Status SetBufferCount(int bufferCount)
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{
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IConsumerListener listener = null;
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lock (Core.Lock)
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{
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if (Core.IsAbandoned)
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{
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return Status.NoInit;
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}
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if (bufferCount > BufferSlotArray.NumBufferSlots)
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{
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return Status.BadValue;
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}
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for (int slot = 0; slot < Core.Slots.Length; slot++)
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{
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if (Core.Slots[slot].BufferState == BufferState.Dequeued)
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{
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return Status.BadValue;
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}
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}
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if (bufferCount == 0)
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{
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Core.OverrideMaxBufferCount = 0;
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Core.SignalDequeueEvent();
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return Status.Success;
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}
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int minBufferSlots = Core.GetMinMaxBufferCountLocked(false);
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if (bufferCount < minBufferSlots)
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{
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return Status.BadValue;
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}
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int preallocatedBufferCount = GetPreallocatedBufferCountLocked();
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if (preallocatedBufferCount <= 0)
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{
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Core.Queue.Clear();
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Core.FreeAllBuffersLocked();
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}
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else if (preallocatedBufferCount < bufferCount)
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{
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Logger.Error?.Print(LogClass.SurfaceFlinger, "Not enough buffers. Try with more pre-allocated buffers");
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return Status.Success;
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}
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Core.OverrideMaxBufferCount = bufferCount;
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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listener = Core.ConsumerListener;
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}
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listener?.OnBuffersReleased();
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return Status.Success;
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}
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public override Status DequeueBuffer(out int slot,
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out AndroidFence fence,
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bool async,
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uint width,
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uint height,
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PixelFormat format,
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uint usage)
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{
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if ((width == 0 && height != 0) || (height == 0 && width != 0))
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{
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slot = BufferSlotArray.InvalidBufferSlot;
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fence = AndroidFence.NoFence;
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return Status.BadValue;
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}
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Status returnFlags = Status.Success;
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bool attachedByConsumer = false;
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lock (Core.Lock)
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{
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if (format == PixelFormat.Unknown)
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{
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format = Core.DefaultBufferFormat;
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}
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usage |= Core.ConsumerUsageBits;
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Status status = WaitForFreeSlotThenRelock(async, out slot, out returnFlags);
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if (status != Status.Success)
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{
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slot = BufferSlotArray.InvalidBufferSlot;
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fence = AndroidFence.NoFence;
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return status;
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}
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if (slot == BufferSlotArray.InvalidBufferSlot)
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{
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fence = AndroidFence.NoFence;
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Logger.Error?.Print(LogClass.SurfaceFlinger, "No available buffer slots");
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return Status.Busy;
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}
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attachedByConsumer = Core.Slots[slot].AttachedByConsumer;
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if (width == 0 || height == 0)
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{
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width = (uint)Core.DefaultWidth;
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height = (uint)Core.DefaultHeight;
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}
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GraphicBuffer graphicBuffer = Core.Slots[slot].GraphicBuffer.Object;
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if (Core.Slots[slot].GraphicBuffer.IsNull
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|| graphicBuffer.Width != width
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|| graphicBuffer.Height != height
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|| graphicBuffer.Format != format
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|| (graphicBuffer.Usage & usage) != usage)
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{
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if (!Core.Slots[slot].IsPreallocated)
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{
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slot = BufferSlotArray.InvalidBufferSlot;
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fence = AndroidFence.NoFence;
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return Status.NoMemory;
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}
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else
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{
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Logger.Error?.Print(LogClass.SurfaceFlinger,
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$"Preallocated buffer mismatch - slot {slot}\n" +
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$"available: Width = {graphicBuffer.Width} Height = {graphicBuffer.Height} Format = {graphicBuffer.Format} Usage = {graphicBuffer.Usage:x} " +
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$"requested: Width = {width} Height = {height} Format = {format} Usage = {usage:x}");
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slot = BufferSlotArray.InvalidBufferSlot;
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fence = AndroidFence.NoFence;
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return Status.NoInit;
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}
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}
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Core.Slots[slot].BufferState = BufferState.Dequeued;
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Core.UpdateMaxBufferCountCachedLocked(slot);
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fence = Core.Slots[slot].Fence;
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Core.Slots[slot].Fence = AndroidFence.NoFence;
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Core.Slots[slot].QueueTime = TimeSpanType.Zero;
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Core.Slots[slot].PresentationTime = TimeSpanType.Zero;
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Core.CheckSystemEventsLocked(Core.GetMaxBufferCountLocked(async));
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}
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if (attachedByConsumer)
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{
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returnFlags |= Status.BufferNeedsReallocation;
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}
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return returnFlags;
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}
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public override Status DetachBuffer(int slot)
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{
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lock (Core.Lock)
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{
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if (Core.IsAbandoned)
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{
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return Status.NoInit;
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}
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if (slot < 0 || slot >= Core.Slots.Length || !Core.IsOwnedByProducerLocked(slot))
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{
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return Status.BadValue;
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}
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if (!Core.Slots[slot].RequestBufferCalled)
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{
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Logger.Error?.Print(LogClass.SurfaceFlinger, $"Slot {slot} was detached without requesting a buffer");
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return Status.BadValue;
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}
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Core.FreeBufferLocked(slot);
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Core.SignalDequeueEvent();
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return Status.Success;
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}
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}
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public override Status DetachNextBuffer(out AndroidStrongPointer<GraphicBuffer> graphicBuffer, out AndroidFence fence)
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{
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lock (Core.Lock)
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{
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Core.WaitWhileAllocatingLocked();
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if (Core.IsAbandoned)
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{
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graphicBuffer = default;
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fence = AndroidFence.NoFence;
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return Status.NoInit;
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}
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int nextBufferSlot = BufferSlotArray.InvalidBufferSlot;
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for (int slot = 0; slot < Core.Slots.Length; slot++)
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{
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if (Core.Slots[slot].BufferState == BufferState.Free && !Core.Slots[slot].GraphicBuffer.IsNull)
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{
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if (nextBufferSlot == BufferSlotArray.InvalidBufferSlot || Core.Slots[slot].FrameNumber < Core.Slots[nextBufferSlot].FrameNumber)
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{
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nextBufferSlot = slot;
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}
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}
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}
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if (nextBufferSlot == BufferSlotArray.InvalidBufferSlot)
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{
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graphicBuffer = default;
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fence = AndroidFence.NoFence;
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return Status.NoMemory;
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}
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graphicBuffer = Core.Slots[nextBufferSlot].GraphicBuffer;
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fence = Core.Slots[nextBufferSlot].Fence;
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Core.FreeBufferLocked(nextBufferSlot);
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return Status.Success;
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}
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}
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public override Status AttachBuffer(out int slot, AndroidStrongPointer<GraphicBuffer> graphicBuffer)
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{
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lock (Core.Lock)
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{
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Core.WaitWhileAllocatingLocked();
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Status status = WaitForFreeSlotThenRelock(false, out slot, out Status returnFlags);
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if (status != Status.Success)
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{
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return status;
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}
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if (slot == BufferSlotArray.InvalidBufferSlot)
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{
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Logger.Error?.Print(LogClass.SurfaceFlinger, "No available buffer slots");
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return Status.Busy;
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}
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Core.UpdateMaxBufferCountCachedLocked(slot);
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Core.Slots[slot].GraphicBuffer.Set(graphicBuffer);
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Core.Slots[slot].BufferState = BufferState.Dequeued;
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Core.Slots[slot].Fence = AndroidFence.NoFence;
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Core.Slots[slot].RequestBufferCalled = true;
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return returnFlags;
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}
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}
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public override Status QueueBuffer(int slot, ref QueueBufferInput input, out QueueBufferOutput output)
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{
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output = default;
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switch (input.ScalingMode)
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{
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case NativeWindowScalingMode.Freeze:
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case NativeWindowScalingMode.ScaleToWindow:
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case NativeWindowScalingMode.ScaleCrop:
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case NativeWindowScalingMode.Unknown:
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case NativeWindowScalingMode.NoScaleCrop:
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break;
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default:
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return Status.BadValue;
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}
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BufferItem item = new BufferItem();
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IConsumerListener frameAvailableListener = null;
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IConsumerListener frameReplaceListener = null;
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lock (Core.Lock)
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{
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if (Core.IsAbandoned)
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{
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return Status.NoInit;
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}
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int maxBufferCount = Core.GetMaxBufferCountLocked(input.Async != 0);
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if (input.Async != 0 && Core.OverrideMaxBufferCount != 0 && Core.OverrideMaxBufferCount < maxBufferCount)
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{
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return Status.BadValue;
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}
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if (slot < 0 || slot >= Core.Slots.Length || !Core.IsOwnedByProducerLocked(slot))
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{
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return Status.BadValue;
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}
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if (!Core.Slots[slot].RequestBufferCalled)
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{
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Logger.Error?.Print(LogClass.SurfaceFlinger, $"Slot {slot} was queued without requesting a buffer");
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return Status.BadValue;
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}
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input.Crop.Intersect(Core.Slots[slot].GraphicBuffer.Object.ToRect(), out Rect croppedRect);
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if (croppedRect != input.Crop)
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{
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return Status.BadValue;
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}
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Core.Slots[slot].Fence = input.Fence;
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Core.Slots[slot].BufferState = BufferState.Queued;
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Core.FrameCounter++;
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Core.Slots[slot].FrameNumber = Core.FrameCounter;
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Core.Slots[slot].QueueTime = TimeSpanType.FromTimeSpan(ARMeilleure.State.ExecutionContext.ElapsedTime);
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Core.Slots[slot].PresentationTime = TimeSpanType.Zero;
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item.AcquireCalled = Core.Slots[slot].AcquireCalled;
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item.Crop = input.Crop;
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item.Transform = input.Transform;
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item.TransformToDisplayInverse = (input.Transform & NativeWindowTransform.InverseDisplay) == NativeWindowTransform.InverseDisplay;
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item.ScalingMode = input.ScalingMode;
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item.Timestamp = input.Timestamp;
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item.IsAutoTimestamp = input.IsAutoTimestamp != 0;
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item.SwapInterval = input.SwapInterval;
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item.FrameNumber = Core.FrameCounter;
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item.Slot = slot;
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item.Fence = input.Fence;
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item.IsDroppable = Core.DequeueBufferCannotBlock || input.Async != 0;
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item.GraphicBuffer.Set(Core.Slots[slot].GraphicBuffer);
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item.GraphicBuffer.Object.IncrementNvMapHandleRefCount(Core.Owner);
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Core.BufferHistoryPosition = (Core.BufferHistoryPosition + 1) % BufferQueueCore.BufferHistoryArraySize;
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Core.BufferHistory[Core.BufferHistoryPosition] = new BufferInfo
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{
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FrameNumber = Core.FrameCounter,
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QueueTime = Core.Slots[slot].QueueTime,
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State = BufferState.Queued
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};
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_stickyTransform = input.StickyTransform;
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if (Core.Queue.Count == 0)
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{
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Core.Queue.Add(item);
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frameAvailableListener = Core.ConsumerListener;
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}
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else
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{
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BufferItem frontItem = Core.Queue[0];
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if (frontItem.IsDroppable)
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{
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if (Core.StillTracking(ref frontItem))
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{
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Core.Slots[slot].BufferState = BufferState.Free;
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Core.Slots[slot].FrameNumber = 0;
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}
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Core.Queue.RemoveAt(0);
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Core.Queue.Insert(0, item);
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frameReplaceListener = Core.ConsumerListener;
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}
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else
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{
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Core.Queue.Add(item);
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frameAvailableListener = Core.ConsumerListener;
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}
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}
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Core.BufferHasBeenQueued = true;
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Core.SignalDequeueEvent();
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Core.CheckSystemEventsLocked(maxBufferCount);
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output = new QueueBufferOutput
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{
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Width = (uint)Core.DefaultWidth,
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Height = (uint)Core.DefaultHeight,
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TransformHint = Core.TransformHint,
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NumPendingBuffers = (uint)Core.Queue.Count
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};
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if ((input.StickyTransform & 8) != 0)
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{
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output.TransformHint |= NativeWindowTransform.ReturnFrameNumber;
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output.FrameNumber = Core.Slots[slot].FrameNumber;
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}
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_callbackTicket = _nextCallbackTicket++;
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}
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lock (_callbackLock)
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{
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while (_callbackTicket != _currentCallbackTicket)
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{
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Monitor.Wait(_callbackLock);
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}
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frameAvailableListener?.OnFrameAvailable(ref item);
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frameReplaceListener?.OnFrameReplaced(ref item);
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_currentCallbackTicket++;
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Monitor.PulseAll(_callbackLock);
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}
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Core.SignalQueueEvent();
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return Status.Success;
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}
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public override void CancelBuffer(int slot, ref AndroidFence fence)
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{
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lock (Core.Lock)
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{
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if (Core.IsAbandoned || slot < 0 || slot >= Core.Slots.Length || !Core.IsOwnedByProducerLocked(slot))
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{
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return;
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}
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Core.Slots[slot].BufferState = BufferState.Free;
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Core.Slots[slot].FrameNumber = 0;
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Core.Slots[slot].Fence = fence;
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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}
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}
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public override Status Query(NativeWindowAttribute what, out int outValue)
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{
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lock (Core.Lock)
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{
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if (Core.IsAbandoned)
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{
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outValue = 0;
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return Status.NoInit;
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}
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switch (what)
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{
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case NativeWindowAttribute.Width:
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outValue = Core.DefaultWidth;
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return Status.Success;
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case NativeWindowAttribute.Height:
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outValue = Core.DefaultHeight;
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return Status.Success;
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case NativeWindowAttribute.Format:
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outValue = (int)Core.DefaultBufferFormat;
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return Status.Success;
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case NativeWindowAttribute.MinUnqueuedBuffers:
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outValue = Core.GetMinUndequeuedBufferCountLocked(false);
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return Status.Success;
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case NativeWindowAttribute.ConsumerRunningBehind:
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outValue = Core.Queue.Count > 1 ? 1 : 0;
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return Status.Success;
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case NativeWindowAttribute.ConsumerUsageBits:
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outValue = (int)Core.ConsumerUsageBits;
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return Status.Success;
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case NativeWindowAttribute.MaxBufferCountAsync:
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outValue = Core.GetMaxBufferCountLocked(true);
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return Status.Success;
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default:
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outValue = 0;
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return Status.BadValue;
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}
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}
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}
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public override Status Connect(IProducerListener listener, NativeWindowApi api, bool producerControlledByApp, out QueueBufferOutput output)
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{
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output = new QueueBufferOutput();
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lock (Core.Lock)
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{
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if (Core.IsAbandoned || Core.ConsumerListener == null)
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{
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return Status.NoInit;
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}
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if (Core.ConnectedApi != NativeWindowApi.NoApi)
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{
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return Status.BadValue;
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}
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Core.BufferHasBeenQueued = false;
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Core.DequeueBufferCannotBlock = Core.ConsumerControlledByApp && producerControlledByApp;
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switch (api)
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{
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case NativeWindowApi.NVN:
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case NativeWindowApi.CPU:
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case NativeWindowApi.Media:
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case NativeWindowApi.Camera:
|
|
Core.ProducerListener = listener;
|
|
Core.ConnectedApi = api;
|
|
|
|
output.Width = (uint)Core.DefaultWidth;
|
|
output.Height = (uint)Core.DefaultHeight;
|
|
output.TransformHint = Core.TransformHint;
|
|
output.NumPendingBuffers = (uint)Core.Queue.Count;
|
|
|
|
if (NxSettings.Settings.TryGetValue("nv!nvn_no_vsync_capability", out object noVSyncCapability) && (bool)noVSyncCapability)
|
|
{
|
|
output.TransformHint |= NativeWindowTransform.NoVSyncCapability;
|
|
}
|
|
|
|
return Status.Success;
|
|
default:
|
|
return Status.BadValue;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override Status Disconnect(NativeWindowApi api)
|
|
{
|
|
IProducerListener producerListener = null;
|
|
|
|
Status status = Status.BadValue;
|
|
|
|
lock (Core.Lock)
|
|
{
|
|
Core.WaitWhileAllocatingLocked();
|
|
|
|
if (Core.IsAbandoned)
|
|
{
|
|
return Status.Success;
|
|
}
|
|
|
|
switch (api)
|
|
{
|
|
case NativeWindowApi.NVN:
|
|
case NativeWindowApi.CPU:
|
|
case NativeWindowApi.Media:
|
|
case NativeWindowApi.Camera:
|
|
if (Core.ConnectedApi == api)
|
|
{
|
|
Core.Queue.Clear();
|
|
Core.FreeAllBuffersLocked();
|
|
Core.SignalDequeueEvent();
|
|
|
|
producerListener = Core.ProducerListener;
|
|
|
|
Core.ProducerListener = null;
|
|
Core.ConnectedApi = NativeWindowApi.NoApi;
|
|
|
|
Core.SignalWaitBufferFreeEvent();
|
|
Core.SignalFrameAvailableEvent();
|
|
|
|
status = Status.Success;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
producerListener?.OnBufferReleased();
|
|
|
|
return status;
|
|
}
|
|
|
|
private int GetPreallocatedBufferCountLocked()
|
|
{
|
|
int bufferCount = 0;
|
|
|
|
for (int i = 0; i < Core.Slots.Length; i++)
|
|
{
|
|
if (Core.Slots[i].IsPreallocated)
|
|
{
|
|
bufferCount++;
|
|
}
|
|
}
|
|
|
|
return bufferCount;
|
|
}
|
|
|
|
public override Status SetPreallocatedBuffer(int slot, AndroidStrongPointer<GraphicBuffer> graphicBuffer)
|
|
{
|
|
if (slot < 0 || slot >= Core.Slots.Length)
|
|
{
|
|
return Status.BadValue;
|
|
}
|
|
|
|
lock (Core.Lock)
|
|
{
|
|
Core.Slots[slot].BufferState = BufferState.Free;
|
|
Core.Slots[slot].Fence = AndroidFence.NoFence;
|
|
Core.Slots[slot].RequestBufferCalled = false;
|
|
Core.Slots[slot].AcquireCalled = false;
|
|
Core.Slots[slot].NeedsCleanupOnRelease = false;
|
|
Core.Slots[slot].IsPreallocated = !graphicBuffer.IsNull;
|
|
Core.Slots[slot].FrameNumber = 0;
|
|
|
|
Core.Slots[slot].GraphicBuffer.Set(graphicBuffer);
|
|
|
|
if (!Core.Slots[slot].GraphicBuffer.IsNull)
|
|
{
|
|
Core.Slots[slot].GraphicBuffer.Object.Buffer.Usage &= (int)Core.ConsumerUsageBits;
|
|
}
|
|
|
|
Core.OverrideMaxBufferCount = GetPreallocatedBufferCountLocked();
|
|
Core.UseAsyncBuffer = false;
|
|
|
|
if (!graphicBuffer.IsNull)
|
|
{
|
|
// NOTE: Nintendo set the default width, height and format from the GraphicBuffer..
|
|
// This is entirely wrong and should only be controlled by the consumer...
|
|
Core.DefaultWidth = graphicBuffer.Object.Width;
|
|
Core.DefaultHeight = graphicBuffer.Object.Height;
|
|
Core.DefaultBufferFormat = graphicBuffer.Object.Format;
|
|
}
|
|
else
|
|
{
|
|
bool allBufferFreed = true;
|
|
|
|
for (int i = 0; i < Core.Slots.Length; i++)
|
|
{
|
|
if (!Core.Slots[i].GraphicBuffer.IsNull)
|
|
{
|
|
allBufferFreed = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (allBufferFreed)
|
|
{
|
|
Core.Queue.Clear();
|
|
Core.FreeAllBuffersLocked();
|
|
Core.SignalDequeueEvent();
|
|
Core.SignalWaitBufferFreeEvent();
|
|
Core.SignalFrameAvailableEvent();
|
|
|
|
return Status.Success;
|
|
}
|
|
}
|
|
|
|
Core.SignalDequeueEvent();
|
|
Core.SignalWaitBufferFreeEvent();
|
|
|
|
return Status.Success;
|
|
}
|
|
}
|
|
|
|
private Status WaitForFreeSlotThenRelock(bool async, out int freeSlot, out Status returnStatus)
|
|
{
|
|
bool tryAgain = true;
|
|
|
|
freeSlot = BufferSlotArray.InvalidBufferSlot;
|
|
returnStatus = Status.Success;
|
|
|
|
while (tryAgain)
|
|
{
|
|
if (Core.IsAbandoned)
|
|
{
|
|
freeSlot = BufferSlotArray.InvalidBufferSlot;
|
|
|
|
return Status.NoInit;
|
|
}
|
|
|
|
int maxBufferCount = Core.GetMaxBufferCountLocked(async);
|
|
|
|
if (async && Core.OverrideMaxBufferCount != 0 && Core.OverrideMaxBufferCount < maxBufferCount)
|
|
{
|
|
freeSlot = BufferSlotArray.InvalidBufferSlot;
|
|
|
|
return Status.BadValue;
|
|
}
|
|
|
|
|
|
if (maxBufferCount < Core.MaxBufferCountCached)
|
|
{
|
|
for (int slot = maxBufferCount; slot < Core.MaxBufferCountCached; slot++)
|
|
{
|
|
if (Core.Slots[slot].BufferState == BufferState.Free && !Core.Slots[slot].GraphicBuffer.IsNull && !Core.Slots[slot].IsPreallocated)
|
|
{
|
|
Core.FreeBufferLocked(slot);
|
|
returnStatus |= Status.ReleaseAllBuffers;
|
|
}
|
|
}
|
|
}
|
|
|
|
freeSlot = BufferSlotArray.InvalidBufferSlot;
|
|
|
|
int dequeuedCount = 0;
|
|
int acquiredCount = 0;
|
|
|
|
for (int slot = 0; slot < maxBufferCount; slot++)
|
|
{
|
|
switch (Core.Slots[slot].BufferState)
|
|
{
|
|
case BufferState.Acquired:
|
|
acquiredCount++;
|
|
break;
|
|
case BufferState.Dequeued:
|
|
dequeuedCount++;
|
|
break;
|
|
case BufferState.Free:
|
|
if (freeSlot == BufferSlotArray.InvalidBufferSlot || Core.Slots[slot].FrameNumber < Core.Slots[freeSlot].FrameNumber)
|
|
{
|
|
freeSlot = slot;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// The producer SHOULD call SetBufferCount otherwise it's not allowed to dequeue multiple buffers.
|
|
if (Core.OverrideMaxBufferCount == 0 && dequeuedCount > 0)
|
|
{
|
|
return Status.InvalidOperation;
|
|
}
|
|
|
|
if (Core.BufferHasBeenQueued)
|
|
{
|
|
int newUndequeuedCount = maxBufferCount - (dequeuedCount + 1);
|
|
int minUndequeuedCount = Core.GetMinUndequeuedBufferCountLocked(async);
|
|
|
|
if (newUndequeuedCount < minUndequeuedCount)
|
|
{
|
|
Logger.Error?.Print(LogClass.SurfaceFlinger, $"Min undequeued buffer count ({minUndequeuedCount}) exceeded (dequeued = {dequeuedCount} undequeued = {newUndequeuedCount})");
|
|
|
|
return Status.InvalidOperation;
|
|
}
|
|
}
|
|
|
|
bool tooManyBuffers = Core.Queue.Count > maxBufferCount;
|
|
|
|
tryAgain = freeSlot == BufferSlotArray.InvalidBufferSlot || tooManyBuffers;
|
|
|
|
if (tryAgain)
|
|
{
|
|
if (async || (Core.DequeueBufferCannotBlock && acquiredCount < Core.MaxAcquiredBufferCount))
|
|
{
|
|
Core.CheckSystemEventsLocked(maxBufferCount);
|
|
|
|
return Status.WouldBlock;
|
|
}
|
|
|
|
Core.WaitDequeueEvent();
|
|
|
|
if (!Core.Active)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Status.Success;
|
|
}
|
|
|
|
protected override KReadableEvent GetWaitBufferFreeEvent()
|
|
{
|
|
return Core.GetWaitBufferFreeEvent();
|
|
}
|
|
|
|
public override Status GetBufferHistory(int bufferHistoryCount, out Span<BufferInfo> bufferInfos)
|
|
{
|
|
if (bufferHistoryCount <= 0)
|
|
{
|
|
bufferInfos = Span<BufferInfo>.Empty;
|
|
|
|
return Status.BadValue;
|
|
}
|
|
|
|
lock (Core.Lock)
|
|
{
|
|
bufferHistoryCount = Math.Min(bufferHistoryCount, Core.BufferHistory.Length);
|
|
|
|
BufferInfo[] result = new BufferInfo[bufferHistoryCount];
|
|
|
|
uint position = Core.BufferHistoryPosition;
|
|
|
|
for (uint i = 0; i < bufferHistoryCount; i++)
|
|
{
|
|
result[i] = Core.BufferHistory[(position - i) % Core.BufferHistory.Length];
|
|
|
|
position--;
|
|
}
|
|
|
|
bufferInfos = result;
|
|
|
|
return Status.Success;
|
|
}
|
|
}
|
|
}
|
|
}
|