forked from Mirror/Ryujinx
73881fad19
* Surface Flinger: Fix an oversight when closing a layer As the title say. I also took the liberty of changing the logic on how we select the current layer being rendered to make it more explicit when opening and creating layers. NOTE: Found by Ac_k. * check for RenderLayerId and not the dictionary size This fix a possible race condition between the time you create a layer and set the one currently used for rendering
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.Configuration;
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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 = ConfigurationState.Instance.Graphics.AspectRatio.Value;
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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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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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_device.Gpu.Window.EnqueueFrameThreadSafe(
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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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}
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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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