Ryujinx-uplift/Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs
Thog 36749c358d
SurfaceFlinger v2 (#981)
* 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
2020-04-22 14:10:27 +10:00

377 lines
11 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu;
using Ryujinx.HLE.HOS.Kernel.Process;
using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl;
using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvMap;
using Ryujinx.HLE.HOS.Services.Nv.Types;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
{
class SurfaceFlinger : IConsumerListener, IDisposable
{
private const int TargetFps = 60;
private Switch _device;
private Dictionary<long, Layer> _layers;
private bool _isRunning;
private Thread _composerThread;
private Stopwatch _chrono;
private AndroidFence _vblankFence;
private long _ticks;
private long _ticksPerFrame;
private int _swapInterval;
private readonly object Lock = new object();
public long LastId { get; private set; }
private class Layer
{
public int ProducerBinderId;
public IGraphicBufferProducer Producer;
public BufferItemConsumer Consumer;
public KProcess Owner;
}
private class TextureCallbackInformation
{
public Layer Layer;
public BufferItem Item;
public AndroidFence Fence;
}
public SurfaceFlinger(Switch device)
{
_device = device;
_layers = new Dictionary<long, Layer>();
LastId = 0;
_composerThread = new Thread(HandleComposition)
{
Name = "SurfaceFlinger.Composer"
};
_chrono = new Stopwatch();
_ticks = 0;
UpdateSwapInterval(1);
_vblankFence = AndroidFence.NoFence;
_vblankFence.AddFence(new NvFence
{
Id = NvHostSyncpt.VBlank0SyncpointId,
Value = 0
});
_composerThread.Start();
}
private void UpdateSwapInterval(int swapInterval)
{
_swapInterval = swapInterval;
// If the swap interval is 0, Game VSync is disabled.
if (_swapInterval == 0)
{
_ticksPerFrame = 1;
}
else
{
_ticksPerFrame = Stopwatch.Frequency / (TargetFps / _swapInterval);
}
}
public IGraphicBufferProducer OpenLayer(KProcess process, long layerId)
{
bool needCreate;
lock (Lock)
{
needCreate = GetLayerByIdLocked(layerId) == null;
}
if (needCreate)
{
CreateLayerFromId(process, layerId);
}
return GetProducerByLayerId(layerId);
}
public IGraphicBufferProducer CreateLayer(KProcess process, out long layerId)
{
layerId = 1;
lock (Lock)
{
foreach (KeyValuePair<long, Layer> pair in _layers)
{
if (pair.Key >= layerId)
{
layerId = pair.Key + 1;
}
}
}
CreateLayerFromId(process, layerId);
return GetProducerByLayerId(layerId);
}
private void CreateLayerFromId(KProcess process, long layerId)
{
lock (Lock)
{
Logger.PrintInfo(LogClass.SurfaceFlinger, $"Creating layer {layerId}");
BufferQueue.CreateBufferQueue(_device, process, out BufferQueueProducer producer, out BufferQueueConsumer consumer);
_layers.Add(layerId, new Layer
{
ProducerBinderId = HOSBinderDriverServer.RegisterBinderObject(producer),
Producer = producer,
Consumer = new BufferItemConsumer(_device, consumer, 0, -1, false, this),
Owner = process
});
LastId = layerId;
}
}
public bool CloseLayer(long layerId)
{
lock (Lock)
{
Layer layer = GetLayerByIdLocked(layerId);
if (layer != null)
{
HOSBinderDriverServer.UnregisterBinderObject(layer.ProducerBinderId);
}
return _layers.Remove(layerId);
}
}
private Layer GetLayerByIdLocked(long layerId)
{
foreach (KeyValuePair<long, Layer> pair in _layers)
{
if (pair.Key == layerId)
{
return pair.Value;
}
}
return null;
}
public IGraphicBufferProducer GetProducerByLayerId(long layerId)
{
lock (Lock)
{
Layer layer = GetLayerByIdLocked(layerId);
if (layer != null)
{
return layer.Producer;
}
}
return null;
}
private void HandleComposition()
{
_isRunning = true;
while (_isRunning)
{
_ticks += _chrono.ElapsedTicks;
_chrono.Restart();
if (_ticks >= _ticksPerFrame)
{
Compose();
_device.System.SignalVsync();
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
}
// Sleep the minimal amount of time to avoid being too expensive.
Thread.Sleep(1);
}
}
public void Compose()
{
lock (Lock)
{
_vblankFence.NvFences[0].Increment(_device.Gpu);
// TODO: support multilayers (& multidisplay ?)
if (_layers.Count == 0)
{
return;
}
Layer layer = GetLayerByIdLocked(LastId);
Status acquireStatus = layer.Consumer.AcquireBuffer(out BufferItem item, 0);
if (acquireStatus == Status.Success)
{
// If device vsync is disabled, reflect the change.
if (!_device.EnableDeviceVsync)
{
if (_swapInterval != 0)
{
UpdateSwapInterval(0);
}
}
else if (item.SwapInterval != _swapInterval)
{
UpdateSwapInterval(item.SwapInterval);
}
PostFrameBuffer(layer, item);
}
else if (acquireStatus != Status.NoBufferAvailaible && acquireStatus != Status.InvalidOperation)
{
throw new InvalidOperationException();
}
}
}
private void PostFrameBuffer(Layer layer, BufferItem item)
{
int frameBufferWidth = item.GraphicBuffer.Object.Width;
int frameBufferHeight = item.GraphicBuffer.Object.Height;
int nvMapHandle = item.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
if (nvMapHandle == 0)
{
nvMapHandle = item.GraphicBuffer.Object.Buffer.NvMapId;
}
int bufferOffset = item.GraphicBuffer.Object.Buffer.Surfaces[0].Offset;
NvMapHandle map = NvMapDeviceFile.GetMapFromHandle(layer.Owner, nvMapHandle);
ulong frameBufferAddress = (ulong)(map.Address + bufferOffset);
Format format = ConvertColorFormat(item.GraphicBuffer.Object.Buffer.Surfaces[0].ColorFormat);
int bytesPerPixel =
format == Format.B5G6R5Unorm ||
format == Format.R4G4B4A4Unorm ? 2 : 4;
int gobBlocksInY = 1 << item.GraphicBuffer.Object.Buffer.Surfaces[0].BlockHeightLog2;
// Note: Rotation is being ignored.
Rect cropRect = item.Crop;
bool flipX = item.Transform.HasFlag(NativeWindowTransform.FlipX);
bool flipY = item.Transform.HasFlag(NativeWindowTransform.FlipY);
ImageCrop crop = new ImageCrop(
cropRect.Left,
cropRect.Right,
cropRect.Top,
cropRect.Bottom,
flipX,
flipY);
// Enforce that dequeueBuffer wait for the next vblank
_vblankFence.NvFences[0].Value++;
TextureCallbackInformation textureCallbackInformation = new TextureCallbackInformation
{
Layer = layer,
Item = item,
Fence = _vblankFence
};
_device.Gpu.Window.EnqueueFrameThreadSafe(
frameBufferAddress,
frameBufferWidth,
frameBufferHeight,
0,
false,
gobBlocksInY,
format,
bytesPerPixel,
crop,
AcquireBuffer,
ReleaseBuffer,
textureCallbackInformation);
}
private void ReleaseBuffer(object obj)
{
ReleaseBuffer((TextureCallbackInformation)obj);
}
private void ReleaseBuffer(TextureCallbackInformation information)
{
information.Layer.Consumer.ReleaseBuffer(information.Item, ref information.Fence);
}
private void AcquireBuffer(GpuContext ignored, object obj)
{
AcquireBuffer((TextureCallbackInformation)obj);
}
private void AcquireBuffer(TextureCallbackInformation information)
{
information.Item.Fence.WaitForever(_device.Gpu);
}
public static Format ConvertColorFormat(ColorFormat colorFormat)
{
return colorFormat switch
{
ColorFormat.A8B8G8R8 => Format.R8G8B8A8Unorm,
ColorFormat.X8B8G8R8 => Format.R8G8B8A8Unorm,
ColorFormat.R5G6B5 => Format.B5G6R5Unorm,
ColorFormat.A8R8G8B8 => Format.B8G8R8A8Unorm,
ColorFormat.A4B4G4R4 => Format.R4G4B4A4Unorm,
_ => throw new NotImplementedException($"Color Format \"{colorFormat}\" not implemented!"),
};
}
public void Dispose()
{
_isRunning = false;
}
public void OnFrameAvailable(ref BufferItem item)
{
_device.Statistics.RecordGameFrameTime();
}
public void OnFrameReplaced(ref BufferItem item)
{
_device.Statistics.RecordGameFrameTime();
}
public void OnBuffersReleased() {}
}
}