Ryujinx/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferSlotArray.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

28 lines
726 B
C#

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;
}
}