Ryujinx/Ryujinx.HLE/Switch.cs
Thog 36749c358d
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
2020-04-22 14:10:27 +10:00

160 lines
4.2 KiB
C#

using LibHac.FsSystem;
using Ryujinx.Audio;
using Ryujinx.Configuration;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.FileSystem.Content;
using Ryujinx.HLE.HOS;
using Ryujinx.HLE.HOS.Services;
using Ryujinx.HLE.HOS.Services.Hid;
using Ryujinx.HLE.HOS.SystemState;
using System;
using System.Threading;
namespace Ryujinx.HLE
{
public class Switch : IDisposable
{
public IAalOutput AudioOut { get; private set; }
internal DeviceMemory Memory { get; private set; }
public GpuContext Gpu { get; private set; }
public VirtualFileSystem FileSystem { get; private set; }
public Horizon System { get; private set; }
public PerformanceStatistics Statistics { get; private set; }
public Hid Hid { get; private set; }
public bool EnableDeviceVsync { get; set; } = true;
public Switch(VirtualFileSystem fileSystem, ContentManager contentManager, IRenderer renderer, IAalOutput audioOut)
{
if (renderer == null)
{
throw new ArgumentNullException(nameof(renderer));
}
if (audioOut == null)
{
throw new ArgumentNullException(nameof(audioOut));
}
AudioOut = audioOut;
Memory = new DeviceMemory();
Gpu = new GpuContext(renderer);
FileSystem = fileSystem;
System = new Horizon(this, contentManager);
Statistics = new PerformanceStatistics();
Hid = new Hid(this, System.HidBaseAddress);
Hid.InitDevices();
}
public void Initialize()
{
System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
System.State.SetRegion((SystemRegion)ConfigurationState.Instance.System.Region.Value);
EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
// TODO: Make this reloadable and implement Docking/Undocking logic.
System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
{
System.EnableMultiCoreScheduling();
}
System.FsIntegrityCheckLevel = GetIntigrityCheckLevel();
System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
}
public static IntegrityCheckLevel GetIntigrityCheckLevel()
{
return ConfigurationState.Instance.System.EnableFsIntegrityChecks
? IntegrityCheckLevel.ErrorOnInvalid
: IntegrityCheckLevel.None;
}
public void LoadCart(string exeFsDir, string romFsFile = null)
{
System.LoadCart(exeFsDir, romFsFile);
}
public void LoadXci(string xciFile)
{
System.LoadXci(xciFile);
}
public void LoadNca(string ncaFile)
{
System.LoadNca(ncaFile);
}
public void LoadNsp(string nspFile)
{
System.LoadNsp(nspFile);
}
public void LoadProgram(string fileName)
{
System.LoadProgram(fileName);
}
public bool WaitFifo()
{
return Gpu.DmaPusher.WaitForCommands();
}
public void ProcessFrame()
{
Gpu.DmaPusher.DispatchCalls();
}
public void PresentFrame(Action swapBuffersCallback)
{
Gpu.Window.Present(swapBuffersCallback);
}
internal void Unload()
{
FileSystem.Unload();
Memory.Dispose();
}
public void DisposeGpu()
{
Gpu.Dispose();
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
System.Dispose();
AudioOut.Dispose();
}
}
}
}