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
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@ -66,6 +66,8 @@ namespace Ryujinx.HLE.HOS
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internal Switch Device { get; private set; }
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internal SurfaceFlinger SurfaceFlinger { get; private set; }
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public SystemStateMgr State { get; private set; }
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internal bool KernelInitialized { get; private set; }
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@ -268,6 +270,8 @@ namespace Ryujinx.HLE.HOS
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DatabaseImpl.Instance.InitializeDatabase(device);
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HostSyncpoint = new NvHostSyncpt(device);
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SurfaceFlinger = new SurfaceFlinger(device);
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}
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public void LoadCart(string exeFsDir, string romFsFile = null)
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@ -850,6 +854,8 @@ namespace Ryujinx.HLE.HOS
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{
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_isDisposed = true;
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SurfaceFlinger.Dispose();
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KProcess terminationProcess = new KProcess(this);
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KThread terminationThread = new KThread(this);
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@ -873,12 +879,6 @@ namespace Ryujinx.HLE.HOS
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terminationThread.Start();
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// Signal the vsync event to avoid issues of KThread waiting on it.
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if (Device.EnableDeviceVsync)
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{
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Device.VsyncEvent.Set();
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}
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// Destroy nvservices channels as KThread could be waiting on some user events.
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// This is safe as KThread that are likely to call ioctls are going to be terminated by the post handler hook on the SVC facade.
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INvDrvServices.Destroy();
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