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jinx/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueCore.cs
Thog 75ec30c962
SurfaceFlinger: fix SetPreallocatedBuffer correctness (#1153)
Nintendo sets the buffer count in SetPreallocatedBuffer too.

This fix triple buffering on all games and finally fix SSBU flickering.
2020-04-25 12:08:50 +02:00

283 lines
8.5 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Kernel.Process;
using Ryujinx.HLE.HOS.Kernel.Threading;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
{
class BufferQueueCore
{
public BufferSlotArray Slots;
public int OverrideMaxBufferCount;
public bool UseAsyncBuffer;
public bool DequeueBufferCannotBlock;
public PixelFormat DefaultBufferFormat;
public int DefaultWidth;
public int DefaultHeight;
public int DefaultMaxBufferCount;
public int MaxAcquiredBufferCount;
public bool BufferHasBeenQueued;
public ulong FrameCounter;
public NativeWindowTransform TransformHint;
public bool IsAbandoned;
public NativeWindowApi ConnectedApi;
public bool IsAllocating;
public IProducerListener ProducerListener;
public IConsumerListener ConsumerListener;
public bool ConsumerControlledByApp;
public uint ConsumerUsageBits;
public List<BufferItem> Queue;
public readonly object Lock = new object();
private KEvent _waitBufferFreeEvent;
private KEvent _frameAvailableEvent;
public KProcess Owner { get; }
public BufferQueueCore(Switch device, KProcess process)
{
Slots = new BufferSlotArray();
IsAbandoned = false;
OverrideMaxBufferCount = 0;
DequeueBufferCannotBlock = false;
UseAsyncBuffer = true;
DefaultWidth = 1;
DefaultHeight = 1;
DefaultMaxBufferCount = 2;
MaxAcquiredBufferCount = 1;
FrameCounter = 0;
TransformHint = 0;
DefaultBufferFormat = PixelFormat.Rgba8888;
IsAllocating = false;
ProducerListener = null;
ConsumerListener = null;
ConsumerUsageBits = 0;
Queue = new List<BufferItem>();
// TODO: CreateGraphicBufferAlloc?
_waitBufferFreeEvent = new KEvent(device.System);
_frameAvailableEvent = new KEvent(device.System);
Owner = process;
}
public int GetMinUndequeuedBufferCountLocked(bool async)
{
if (!UseAsyncBuffer)
{
return 0;
}
if (DequeueBufferCannotBlock || async)
{
return MaxAcquiredBufferCount + 1;
}
return MaxAcquiredBufferCount;
}
public int GetMinMaxBufferCountLocked(bool async)
{
return GetMinUndequeuedBufferCountLocked(async);
}
public int GetMaxBufferCountLocked(bool async)
{
int minMaxBufferCount = GetMinMaxBufferCountLocked(async);
int maxBufferCount = Math.Max(DefaultMaxBufferCount, minMaxBufferCount);
if (OverrideMaxBufferCount != 0)
{
maxBufferCount = OverrideMaxBufferCount;
}
// Preserve all buffers already in control of the producer and the consumer.
for (int slot = maxBufferCount; slot < Slots.Length; slot++)
{
BufferState state = Slots[slot].BufferState;
if (state == BufferState.Queued || state == BufferState.Dequeued)
{
maxBufferCount = slot + 1;
}
}
return maxBufferCount;
}
public Status SetDefaultMaxBufferCountLocked(int count)
{
int minBufferCount = UseAsyncBuffer ? 2 : 1;
if (count < minBufferCount || count > Slots.Length)
{
return Status.BadValue;
}
DefaultMaxBufferCount = count;
SignalDequeueEvent();
return Status.Success;
}
public void SignalWaitBufferFreeEvent()
{
_waitBufferFreeEvent.WritableEvent.Signal();
}
public void SignalFrameAvailableEvent()
{
_frameAvailableEvent.WritableEvent.Signal();
}
// TODO: Find an accurate way to handle a regular condvar here as this will wake up unwanted threads in some edge cases.
public void SignalDequeueEvent()
{
Monitor.PulseAll(Lock);
}
public void WaitDequeueEvent()
{
Monitor.Wait(Lock);
}
public void SignalIsAbandonedEvent()
{
Monitor.PulseAll(Lock);
}
public void WaitIsAbandonedEvent()
{
Monitor.Wait(Lock);
}
public void FreeBufferLocked(int slot)
{
Slots[slot].GraphicBuffer.Reset();
if (Slots[slot].BufferState == BufferState.Acquired)
{
Slots[slot].NeedsCleanupOnRelease = true;
}
Slots[slot].BufferState = BufferState.Free;
Slots[slot].FrameNumber = uint.MaxValue;
Slots[slot].AcquireCalled = false;
Slots[slot].Fence.FenceCount = 0;
}
public void FreeAllBuffersLocked()
{
BufferHasBeenQueued = false;
for (int slot = 0; slot < Slots.Length; slot++)
{
FreeBufferLocked(slot);
}
}
public bool StillTracking(ref BufferItem item)
{
BufferSlot slot = Slots[item.Slot];
// TODO: Check this. On Android, this checks the "handle". I assume NvMapHandle is the handle, but it might not be.
return !slot.GraphicBuffer.IsNull && slot.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle == item.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
}
public void WaitWhileAllocatingLocked()
{
while (IsAbandoned)
{
WaitIsAbandonedEvent();
}
}
public void CheckSystemEventsLocked(int maxBufferCount)
{
bool needBufferReleaseSignal = false;
bool needFrameAvailableSignal = false;
if (maxBufferCount > 1)
{
for (int i = 0; i < maxBufferCount; i++)
{
if (Slots[i].BufferState == BufferState.Queued)
{
needFrameAvailableSignal = true;
}
else if (Slots[i].BufferState == BufferState.Free)
{
needBufferReleaseSignal = true;
}
}
}
if (needBufferReleaseSignal)
{
SignalWaitBufferFreeEvent();
}
else
{
_waitBufferFreeEvent.WritableEvent.Clear();
}
if (needFrameAvailableSignal)
{
SignalFrameAvailableEvent();
}
else
{
_frameAvailableEvent.WritableEvent.Clear();
}
}
public bool IsProducerConnectedLocked()
{
return ConnectedApi != NativeWindowApi.NoApi;
}
public bool IsConsumerConnectedLocked()
{
return ConsumerListener != null;
}
public KReadableEvent GetWaitBufferFreeEvent()
{
lock (Lock)
{
return _waitBufferFreeEvent.ReadableEvent;
}
}
public bool IsOwnedByConsumerLocked(int slot)
{
if (Slots[slot].BufferState != BufferState.Acquired)
{
Logger.PrintError(LogClass.SurfaceFlinger, $"Slot {slot} is not owned by the consumer (state = {Slots[slot].BufferState})");
return false;
}
return true;
}
public bool IsOwnedByProducerLocked(int slot)
{
if (Slots[slot].BufferState != BufferState.Dequeued)
{
Logger.PrintError(LogClass.SurfaceFlinger, $"Slot {slot} is not owned by the producer (state = {Slots[slot].BufferState})");
return false;
}
return true;
}
}
}