SurfaceFlinger: fix some bugs (#1262)
* SurfaceFlinger: fix some bugs This fixes some bugs in the current implementation and make it closer to the real implementation. * Fix align of some variables
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6 changed files with 138 additions and 59 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.HOS.Services.Settings;
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using Ryujinx.HLE.HOS.Services.SurfaceFlinger.Types;
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using Ryujinx.HLE.HOS.Services.Time.Clock;
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using System;
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@ -92,9 +93,22 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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return Status.BadValue;
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}
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Core.Queue.Clear();
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Core.FreeAllBuffersLocked();
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int preallocatedBufferCount = GetPreallocatedBufferCountLocked();
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if (preallocatedBufferCount <= 0)
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{
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Core.Queue.Clear();
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Core.FreeAllBuffersLocked();
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}
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else if (preallocatedBufferCount < bufferCount)
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{
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Logger.PrintError(LogClass.SurfaceFlinger, "Not enough buffers. Try with more pre-allocated buffers");
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return Status.Success;
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}
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Core.OverrideMaxBufferCount = bufferCount;
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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@ -162,8 +176,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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height = (uint)Core.DefaultHeight;
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}
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Core.Slots[slot].BufferState = BufferState.Dequeued;
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GraphicBuffer graphicBuffer = Core.Slots[slot].GraphicBuffer.Object;
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if (Core.Slots[slot].GraphicBuffer.IsNull
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@ -172,7 +184,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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|| graphicBuffer.Format != format
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|| (graphicBuffer.Usage & usage) != usage)
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{
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if (Core.Slots[slot].GraphicBuffer.IsNull)
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if (!Core.Slots[slot].IsPreallocated)
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{
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slot = BufferSlotArray.InvalidBufferSlot;
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fence = AndroidFence.NoFence;
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@ -194,9 +206,15 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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}
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}
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Core.Slots[slot].BufferState = BufferState.Dequeued;
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Core.UpdateMaxBufferCountCachedLocked(slot);
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fence = Core.Slots[slot].Fence;
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Core.Slots[slot].Fence = AndroidFence.NoFence;
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Core.Slots[slot].Fence = AndroidFence.NoFence;
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Core.Slots[slot].QueueTime = TimeSpanType.Zero;
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Core.Slots[slot].PresentationTime = TimeSpanType.Zero;
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Core.CheckSystemEventsLocked(Core.GetMaxBufferCountLocked(async));
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}
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@ -285,6 +303,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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lock (Core.Lock)
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{
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Core.WaitWhileAllocatingLocked();
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Status status = WaitForFreeSlotThenRelock(false, out slot, out Status returnFlags);
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if (status != Status.Success)
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@ -299,6 +319,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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return Status.Busy;
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}
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Core.UpdateMaxBufferCountCachedLocked(slot);
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Core.Slots[slot].GraphicBuffer.Set(graphicBuffer);
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Core.Slots[slot].BufferState = BufferState.Dequeued;
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@ -441,6 +463,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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NumPendingBuffers = (uint)Core.Queue.Count
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};
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if ((input.StickyTransform & 8) != 0)
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{
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output.TransformHint |= NativeWindowTransform.ReturnFrameNumber;
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output.FrameNumber = Core.Slots[slot].FrameNumber;
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}
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_callbackTicket = _nextCallbackTicket++;
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}
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@ -475,6 +503,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Core.Slots[slot].FrameNumber = 0;
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Core.Slots[slot].Fence = fence;
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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}
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}
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@ -550,6 +579,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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output.Height = (uint)Core.DefaultHeight;
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output.TransformHint = Core.TransformHint;
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output.NumPendingBuffers = (uint)Core.Queue.Count;
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if (NxSettings.Settings.TryGetValue("nv!nvn_no_vsync_capability", out object noVSyncCapability) && (bool)noVSyncCapability)
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{
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output.TransformHint |= NativeWindowTransform.NoVSyncCapability;
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}
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return Status.Success;
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default:
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return Status.BadValue;
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@ -565,6 +600,8 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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lock (Core.Lock)
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{
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Core.WaitWhileAllocatingLocked();
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if (Core.IsAbandoned)
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{
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return Status.Success;
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@ -580,13 +617,15 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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Core.Queue.Clear();
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Core.FreeAllBuffersLocked();
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Core.SignalDequeueEvent();
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producerListener = Core.ProducerListener;
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Core.ProducerListener = null;
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Core.ConnectedApi = NativeWindowApi.NoApi;
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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Core.SignalFrameAvailableEvent();
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status = Status.Success;
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}
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@ -599,6 +638,21 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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return status;
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}
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private int GetPreallocatedBufferCountLocked()
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{
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int bufferCount = 0;
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for (int i = 0; i < Core.Slots.Length; i++)
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{
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if (Core.Slots[i].IsPreallocated)
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{
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bufferCount++;
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}
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}
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return bufferCount;
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}
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public override Status SetPreallocatedBuffer(int slot, AndroidStrongPointer<GraphicBuffer> graphicBuffer)
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{
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if (slot < 0 || slot >= Core.Slots.Length)
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@ -613,6 +667,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Core.Slots[slot].RequestBufferCalled = false;
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Core.Slots[slot].AcquireCalled = false;
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Core.Slots[slot].NeedsCleanupOnRelease = false;
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Core.Slots[slot].IsPreallocated = !graphicBuffer.IsNull;
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Core.Slots[slot].FrameNumber = 0;
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Core.Slots[slot].GraphicBuffer.Set(graphicBuffer);
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@ -622,21 +677,9 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Core.Slots[slot].GraphicBuffer.Object.Buffer.Usage &= (int)Core.ConsumerUsageBits;
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}
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int bufferCount = 0;
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for (int i = 0; i < Core.Slots.Length; i++)
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{
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if (!Core.Slots[i].GraphicBuffer.IsNull)
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{
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bufferCount++;
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}
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}
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Core.OverrideMaxBufferCount = bufferCount;
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Core.OverrideMaxBufferCount = GetPreallocatedBufferCountLocked();
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Core.UseAsyncBuffer = false;
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bool cleared = false;
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if (!graphicBuffer.IsNull)
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{
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// NOTE: Nintendo set the default width, height and format from the GraphicBuffer..
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@ -647,30 +690,30 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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}
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else
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{
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foreach (BufferItem item in Core.Queue)
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bool allBufferFreed = true;
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for (int i = 0; i < Core.Slots.Length; i++)
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{
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if (item.Slot >= BufferSlotArray.NumBufferSlots)
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if (!Core.Slots[i].GraphicBuffer.IsNull)
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{
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Core.Queue.Clear();
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Core.FreeAllBuffersLocked();
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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Core.SignalFrameAvailableEvent();
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cleared = true;
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allBufferFreed = false;
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break;
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}
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}
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if (allBufferFreed)
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{
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Core.Queue.Clear();
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Core.FreeAllBuffersLocked();
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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Core.SignalFrameAvailableEvent();
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return Status.Success;
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}
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}
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// The dequeue event must not be signaled two times in case of clean up,
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// but for some reason, it still signals the wait buffer free event two times...
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if (!cleared)
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{
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Core.SignalDequeueEvent();
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}
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Core.SignalDequeueEvent();
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Core.SignalWaitBufferFreeEvent();
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return Status.Success;
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@ -702,12 +745,16 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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return Status.BadValue;
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}
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for (int slot = maxBufferCount; slot < Core.Slots.Length; slot++)
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if (maxBufferCount < Core.MaxBufferCountCached)
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{
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if (!Core.Slots[slot].GraphicBuffer.IsNull)
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for (int slot = maxBufferCount; slot < Core.MaxBufferCountCached; slot++)
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{
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Core.FreeBufferLocked(slot);
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returnStatus |= Status.ReleaseAllBuffers;
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if (Core.Slots[slot].BufferState == BufferState.Free && !Core.Slots[slot].GraphicBuffer.IsNull && !Core.Slots[slot].IsPreallocated)
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{
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Core.FreeBufferLocked(slot);
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returnStatus |= Status.ReleaseAllBuffers;
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}
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}
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}
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