mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-11-16 10:05:25 +00:00
36749c358d
* 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
377 lines
11 KiB
C#
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() {}
|
|
}
|
|
}
|