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authorThog <me@thog.eu>2020-04-22 06:10:27 +0200
committerGitHub <noreply@github.com>2020-04-22 14:10:27 +1000
commit36749c358d85dd0bc7f1e4a36a0b607fc0f724d5 (patch)
tree0c24eb54082b80e8f15aa8138a3e85c5c4e89675 /Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlotArray.cs
parent03711dd7b5d44e20fb45c728803ea6b9599dec87 (diff)
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
Diffstat (limited to 'Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlotArray.cs')
-rw-r--r--Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlotArray.cs28
1 files changed, 28 insertions, 0 deletions
diff --git a/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlotArray.cs b/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlotArray.cs
new file mode 100644
index 00000000..d2404c58
--- /dev/null
+++ b/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlotArray.cs
@@ -0,0 +1,28 @@
+namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
+{
+ class BufferSlotArray
+ {
+ // TODO: move to BufferQueue
+ public const int NumBufferSlots = 0x40;
+ public const int MaxAcquiredBuffers = NumBufferSlots - 2;
+ public const int InvalidBufferSlot = -1;
+
+ private BufferSlot[] _raw = new BufferSlot[NumBufferSlots];
+
+ public BufferSlotArray()
+ {
+ for (int i = 0; i < _raw.Length; i++)
+ {
+ _raw[i] = new BufferSlot();
+ }
+ }
+
+ public BufferSlot this[int index]
+ {
+ get => _raw[index];
+ set => _raw[index] = value;
+ }
+
+ public int Length => NumBufferSlots;
+ }
+}