forked from Mirror/Ryujinx
a2c6cd5132
It seems that certain games (Link's Awakening, Xenoblade DE) had their fences reached already when posting framebuffers, so the signal that a frame was ready would go out _before_ the frame was enqueued, and the render loop would fail to dequeue anything and "skip" a frame. This was resulting in their performance lowering dramatically after some loading transitions, as a frame signal would be consumed and presentation would be one frame behind. It's possible this might have eventually caused deadlocks in these games or others, if it happened twice.
460 lines
14 KiB
C#
460 lines
14 KiB
C#
using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvMap;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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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 SurfaceFlinger : IConsumerListener, IDisposable
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{
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private const int TargetFps = 60;
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private Switch _device;
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private Dictionary<long, Layer> _layers;
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private bool _isRunning;
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private Thread _composerThread;
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private Stopwatch _chrono;
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private ManualResetEvent _event = new ManualResetEvent(false);
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private AutoResetEvent _nextFrameEvent = new AutoResetEvent(true);
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private long _ticks;
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private long _ticksPerFrame;
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private long _spinTicks;
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private long _1msTicks;
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private int _swapInterval;
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private readonly object Lock = new object();
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public long RenderLayerId { get; private set; }
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private class Layer
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{
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public int ProducerBinderId;
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public IGraphicBufferProducer Producer;
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public BufferItemConsumer Consumer;
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public BufferQueueCore Core;
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public long Owner;
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}
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private class TextureCallbackInformation
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{
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public Layer Layer;
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public BufferItem Item;
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}
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public SurfaceFlinger(Switch device)
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{
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_device = device;
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_layers = new Dictionary<long, Layer>();
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RenderLayerId = 0;
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_composerThread = new Thread(HandleComposition)
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{
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Name = "SurfaceFlinger.Composer"
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};
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_chrono = new Stopwatch();
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_chrono.Start();
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_ticks = 0;
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_spinTicks = Stopwatch.Frequency / 500;
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_1msTicks = Stopwatch.Frequency / 1000;
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UpdateSwapInterval(1);
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_composerThread.Start();
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}
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private void UpdateSwapInterval(int swapInterval)
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{
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_swapInterval = swapInterval;
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// If the swap interval is 0, Game VSync is disabled.
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if (_swapInterval == 0)
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{
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_nextFrameEvent.Set();
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_ticksPerFrame = 1;
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}
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else
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{
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_ticksPerFrame = Stopwatch.Frequency / (TargetFps / _swapInterval);
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}
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}
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public IGraphicBufferProducer OpenLayer(long pid, long layerId)
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{
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bool needCreate;
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lock (Lock)
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{
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needCreate = GetLayerByIdLocked(layerId) == null;
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}
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if (needCreate)
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{
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CreateLayerFromId(pid, layerId);
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}
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return GetProducerByLayerId(layerId);
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}
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public IGraphicBufferProducer CreateLayer(long pid, out long layerId)
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{
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layerId = 1;
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lock (Lock)
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{
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foreach (KeyValuePair<long, Layer> pair in _layers)
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{
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if (pair.Key >= layerId)
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{
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layerId = pair.Key + 1;
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}
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}
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}
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CreateLayerFromId(pid, layerId);
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return GetProducerByLayerId(layerId);
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}
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private void CreateLayerFromId(long pid, long layerId)
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{
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lock (Lock)
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{
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Logger.Info?.Print(LogClass.SurfaceFlinger, $"Creating layer {layerId}");
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BufferQueueCore core = BufferQueue.CreateBufferQueue(_device, pid, out BufferQueueProducer producer, out BufferQueueConsumer consumer);
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core.BufferQueued += () =>
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{
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_nextFrameEvent.Set();
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};
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_layers.Add(layerId, new Layer
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{
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ProducerBinderId = HOSBinderDriverServer.RegisterBinderObject(producer),
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Producer = producer,
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Consumer = new BufferItemConsumer(_device, consumer, 0, -1, false, this),
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Core = core,
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Owner = pid
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});
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}
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}
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public bool CloseLayer(long layerId)
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{
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lock (Lock)
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{
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Layer layer = GetLayerByIdLocked(layerId);
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if (layer != null)
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{
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HOSBinderDriverServer.UnregisterBinderObject(layer.ProducerBinderId);
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}
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bool removed = _layers.Remove(layerId);
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// If the layer was removed and the current in use, we need to change the current layer in use.
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if (removed && RenderLayerId == layerId)
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{
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// If no layer is availaible, reset to default value.
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if (_layers.Count == 0)
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{
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SetRenderLayer(0);
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}
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else
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{
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SetRenderLayer(_layers.Last().Key);
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}
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}
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return removed;
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}
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}
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public void SetRenderLayer(long layerId)
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{
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lock (Lock)
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{
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RenderLayerId = layerId;
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}
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}
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private Layer GetLayerByIdLocked(long layerId)
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{
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foreach (KeyValuePair<long, Layer> pair in _layers)
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{
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if (pair.Key == layerId)
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{
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return pair.Value;
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}
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}
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return null;
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}
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public IGraphicBufferProducer GetProducerByLayerId(long layerId)
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{
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lock (Lock)
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{
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Layer layer = GetLayerByIdLocked(layerId);
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if (layer != null)
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{
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return layer.Producer;
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}
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}
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return null;
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}
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private void HandleComposition()
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{
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_isRunning = true;
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long lastTicks = _chrono.ElapsedTicks;
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while (_isRunning)
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{
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long ticks = _chrono.ElapsedTicks;
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if (_swapInterval == 0)
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{
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Compose();
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_device.System?.SignalVsync();
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_nextFrameEvent.WaitOne(17);
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lastTicks = ticks;
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}
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else
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{
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_ticks += ticks - lastTicks;
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lastTicks = ticks;
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if (_ticks >= _ticksPerFrame)
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{
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Compose();
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_device.System?.SignalVsync();
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// Apply a maximum bound of 3 frames to the tick remainder, in case some event causes Ryujinx to pause for a long time or messes with the timer.
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame * 3);
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}
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// Sleep if possible. If the time til the next frame is too low, spin wait instead.
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long diff = _ticksPerFrame - (_ticks + _chrono.ElapsedTicks - ticks);
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if (diff > 0)
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{
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if (diff < _spinTicks)
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{
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do
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{
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// SpinWait is a little more HT/SMT friendly than aggressively updating/checking ticks.
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// The value of 5 still gives us quite a bit of precision (~0.0003ms variance at worst) while waiting a reasonable amount of time.
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Thread.SpinWait(5);
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ticks = _chrono.ElapsedTicks;
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_ticks += ticks - lastTicks;
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lastTicks = ticks;
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} while (_ticks < _ticksPerFrame);
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}
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else
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{
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_event.WaitOne((int)(diff / _1msTicks));
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}
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}
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}
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}
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}
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public void Compose()
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{
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lock (Lock)
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{
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// TODO: support multilayers (& multidisplay ?)
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if (RenderLayerId == 0)
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{
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return;
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}
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Layer layer = GetLayerByIdLocked(RenderLayerId);
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Status acquireStatus = layer.Consumer.AcquireBuffer(out BufferItem item, 0);
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if (acquireStatus == Status.Success)
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{
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// If device vsync is disabled, reflect the change.
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if (!_device.EnableDeviceVsync)
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{
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if (_swapInterval != 0)
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{
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UpdateSwapInterval(0);
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}
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}
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else if (item.SwapInterval != _swapInterval)
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{
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UpdateSwapInterval(item.SwapInterval);
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}
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PostFrameBuffer(layer, item);
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}
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else if (acquireStatus != Status.NoBufferAvailaible && acquireStatus != Status.InvalidOperation)
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{
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throw new InvalidOperationException();
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}
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}
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}
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private void PostFrameBuffer(Layer layer, BufferItem item)
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{
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int frameBufferWidth = item.GraphicBuffer.Object.Width;
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int frameBufferHeight = item.GraphicBuffer.Object.Height;
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int nvMapHandle = item.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
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if (nvMapHandle == 0)
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{
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nvMapHandle = item.GraphicBuffer.Object.Buffer.NvMapId;
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}
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ulong bufferOffset = (ulong)item.GraphicBuffer.Object.Buffer.Surfaces[0].Offset;
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NvMapHandle map = NvMapDeviceFile.GetMapFromHandle(layer.Owner, nvMapHandle);
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ulong frameBufferAddress = map.Address + bufferOffset;
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Format format = ConvertColorFormat(item.GraphicBuffer.Object.Buffer.Surfaces[0].ColorFormat);
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int bytesPerPixel =
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format == Format.B5G6R5Unorm ||
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format == Format.R4G4B4A4Unorm ? 2 : 4;
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int gobBlocksInY = 1 << item.GraphicBuffer.Object.Buffer.Surfaces[0].BlockHeightLog2;
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// Note: Rotation is being ignored.
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Rect cropRect = item.Crop;
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bool flipX = item.Transform.HasFlag(NativeWindowTransform.FlipX);
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bool flipY = item.Transform.HasFlag(NativeWindowTransform.FlipY);
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AspectRatio aspectRatio = _device.Configuration.AspectRatio;
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bool isStretched = aspectRatio == AspectRatio.Stretched;
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ImageCrop crop = new ImageCrop(
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cropRect.Left,
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cropRect.Right,
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cropRect.Top,
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cropRect.Bottom,
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flipX,
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flipY,
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isStretched,
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aspectRatio.ToFloatX(),
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aspectRatio.ToFloatY());
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TextureCallbackInformation textureCallbackInformation = new TextureCallbackInformation
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{
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Layer = layer,
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Item = item
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};
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_device.Gpu.Window.EnqueueFrameThreadSafe(
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layer.Owner,
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frameBufferAddress,
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frameBufferWidth,
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frameBufferHeight,
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0,
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false,
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gobBlocksInY,
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format,
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bytesPerPixel,
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crop,
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AcquireBuffer,
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ReleaseBuffer,
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textureCallbackInformation);
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if (item.Fence.FenceCount == 0)
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{
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_device.Gpu.Window.SignalFrameReady();
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_device.Gpu.GPFifo.Interrupt();
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}
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else
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{
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item.Fence.RegisterCallback(_device.Gpu, () =>
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{
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_device.Gpu.Window.SignalFrameReady();
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_device.Gpu.GPFifo.Interrupt();
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});
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}
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}
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private void ReleaseBuffer(object obj)
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{
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ReleaseBuffer((TextureCallbackInformation)obj);
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}
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private void ReleaseBuffer(TextureCallbackInformation information)
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{
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AndroidFence fence = AndroidFence.NoFence;
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information.Layer.Consumer.ReleaseBuffer(information.Item, ref fence);
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}
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private void AcquireBuffer(GpuContext ignored, object obj)
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{
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AcquireBuffer((TextureCallbackInformation)obj);
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}
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private void AcquireBuffer(TextureCallbackInformation information)
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{
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information.Item.Fence.WaitForever(_device.Gpu);
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}
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public static Format ConvertColorFormat(ColorFormat colorFormat)
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{
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return colorFormat switch
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{
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ColorFormat.A8B8G8R8 => Format.R8G8B8A8Unorm,
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ColorFormat.X8B8G8R8 => Format.R8G8B8A8Unorm,
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ColorFormat.R5G6B5 => Format.B5G6R5Unorm,
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ColorFormat.A8R8G8B8 => Format.B8G8R8A8Unorm,
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ColorFormat.A4B4G4R4 => Format.R4G4B4A4Unorm,
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_ => throw new NotImplementedException($"Color Format \"{colorFormat}\" not implemented!"),
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};
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}
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public void Dispose()
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{
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_isRunning = false;
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foreach (Layer layer in _layers.Values)
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{
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layer.Core.PrepareForExit();
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}
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}
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public void OnFrameAvailable(ref BufferItem item)
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{
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_device.Statistics.RecordGameFrameTime();
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}
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public void OnFrameReplaced(ref BufferItem item)
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{
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_device.Statistics.RecordGameFrameTime();
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}
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public void OnBuffersReleased() {}
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}
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}
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