hle: service: vi: Implement BufferQueue::CancelBuffer.
- This is used by Super Mario 3D All-Stars.
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3 changed files with 53 additions and 14 deletions
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@ -99,6 +99,20 @@ void BufferQueue::QueueBuffer(u32 slot, BufferTransformFlags transform,
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queue_sequence.push_back(slot);
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}
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void BufferQueue::CancelBuffer(u32 slot, const Service::Nvidia::MultiFence& multi_fence) {
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const auto itr = std::find_if(queue.begin(), queue.end(),
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[slot](const Buffer& buffer) { return buffer.slot == slot; });
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ASSERT(itr != queue.end());
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ASSERT(itr->status != Buffer::Status::Free);
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itr->status = Buffer::Status::Free;
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itr->multi_fence = multi_fence;
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itr->swap_interval = 0;
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free_buffers.push_back(slot);
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buffer_wait_event.writable->Signal();
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}
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std::optional<std::reference_wrapper<const BufferQueue::Buffer>> BufferQueue::AcquireBuffer() {
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auto itr = queue.end();
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// Iterate to find a queued buffer matching the requested slot.
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@ -95,6 +95,7 @@ public:
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void QueueBuffer(u32 slot, BufferTransformFlags transform,
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const Common::Rectangle<int>& crop_rect, u32 swap_interval,
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Service::Nvidia::MultiFence& multi_fence);
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void CancelBuffer(u32 slot, const Service::Nvidia::MultiFence& multi_fence);
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std::optional<std::reference_wrapper<const Buffer>> AcquireBuffer();
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void ReleaseBuffer(u32 slot);
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void Disconnect();
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