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
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50 changed files with 3416 additions and 831 deletions
376
Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs
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376
Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs
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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.Kernel.Process;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvMap;
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using Ryujinx.HLE.HOS.Services.Nv.Types;
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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.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 AndroidFence _vblankFence;
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private long _ticks;
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private long _ticksPerFrame;
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private int _swapInterval;
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private readonly object Lock = new object();
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public long LastId { 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 KProcess 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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public AndroidFence Fence;
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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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LastId = 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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_ticks = 0;
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UpdateSwapInterval(1);
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_vblankFence = AndroidFence.NoFence;
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_vblankFence.AddFence(new NvFence
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{
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Id = NvHostSyncpt.VBlank0SyncpointId,
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Value = 0
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});
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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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_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(KProcess process, 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(process, layerId);
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}
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return GetProducerByLayerId(layerId);
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}
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public IGraphicBufferProducer CreateLayer(KProcess process, 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(process, layerId);
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return GetProducerByLayerId(layerId);
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}
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private void CreateLayerFromId(KProcess process, long layerId)
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{
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lock (Lock)
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{
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Logger.PrintInfo(LogClass.SurfaceFlinger, $"Creating layer {layerId}");
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BufferQueue.CreateBufferQueue(_device, process, out BufferQueueProducer producer, out BufferQueueConsumer consumer);
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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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Owner = process
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});
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LastId = layerId;
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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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return _layers.Remove(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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while (_isRunning)
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{
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_ticks += _chrono.ElapsedTicks;
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_chrono.Restart();
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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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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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// Sleep the minimal amount of time to avoid being too expensive.
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Thread.Sleep(1);
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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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_vblankFence.NvFences[0].Increment(_device.Gpu);
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// TODO: support multilayers (& multidisplay ?)
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if (_layers.Count == 0)
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{
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return;
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}
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Layer layer = GetLayerByIdLocked(LastId);
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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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int bufferOffset = item.GraphicBuffer.Object.Buffer.Surfaces[0].Offset;
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NvMapHandle map = NvMapDeviceFile.GetMapFromHandle(layer.Owner, nvMapHandle);
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ulong frameBufferAddress = (ulong)(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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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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// Enforce that dequeueBuffer wait for the next vblank
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_vblankFence.NvFences[0].Value++;
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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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Fence = _vblankFence
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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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information.Layer.Consumer.ReleaseBuffer(information.Item, ref information.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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}
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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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