ConsumerBase.cs 4.9 KB

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  1. using Ryujinx.HLE.HOS.Services.SurfaceFlinger.Types;
  2. using System;
  3. using System.Threading;
  4. namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
  5. {
  6. class ConsumerBase : IConsumerListener
  7. {
  8. public class Slot
  9. {
  10. public AndroidStrongPointer<GraphicBuffer> GraphicBuffer;
  11. public AndroidFence Fence;
  12. public ulong FrameNumber;
  13. public Slot()
  14. {
  15. GraphicBuffer = new AndroidStrongPointer<GraphicBuffer>();
  16. }
  17. }
  18. protected Slot[] Slots = new Slot[BufferSlotArray.NumBufferSlots];
  19. protected bool IsAbandoned;
  20. protected BufferQueueConsumer Consumer;
  21. protected readonly Lock Lock = new();
  22. private readonly IConsumerListener _listener;
  23. public ConsumerBase(BufferQueueConsumer consumer, bool controlledByApp, IConsumerListener listener)
  24. {
  25. for (int i = 0; i < Slots.Length; i++)
  26. {
  27. Slots[i] = new Slot();
  28. }
  29. IsAbandoned = false;
  30. Consumer = consumer;
  31. _listener = listener;
  32. Status connectStatus = consumer.Connect(this, controlledByApp);
  33. if (connectStatus != Status.Success)
  34. {
  35. throw new InvalidOperationException();
  36. }
  37. }
  38. public virtual void OnBuffersReleased()
  39. {
  40. lock (Lock)
  41. {
  42. if (IsAbandoned)
  43. {
  44. return;
  45. }
  46. Consumer.GetReleasedBuffers(out ulong slotMask);
  47. for (int i = 0; i < Slots.Length; i++)
  48. {
  49. if ((slotMask & (1UL << i)) != 0)
  50. {
  51. FreeBufferLocked(i);
  52. }
  53. }
  54. }
  55. }
  56. public virtual void OnFrameAvailable(ref BufferItem item)
  57. {
  58. _listener?.OnFrameAvailable(ref item);
  59. }
  60. public virtual void OnFrameReplaced(ref BufferItem item)
  61. {
  62. _listener?.OnFrameReplaced(ref item);
  63. }
  64. protected virtual void FreeBufferLocked(int slotIndex)
  65. {
  66. Slots[slotIndex].GraphicBuffer.Reset();
  67. Slots[slotIndex].Fence = AndroidFence.NoFence;
  68. Slots[slotIndex].FrameNumber = 0;
  69. }
  70. public void Abandon()
  71. {
  72. lock (Lock)
  73. {
  74. if (!IsAbandoned)
  75. {
  76. AbandonLocked();
  77. IsAbandoned = true;
  78. }
  79. }
  80. }
  81. protected virtual void AbandonLocked()
  82. {
  83. for (int i = 0; i < Slots.Length; i++)
  84. {
  85. FreeBufferLocked(i);
  86. }
  87. Consumer.Disconnect();
  88. }
  89. protected virtual Status AcquireBufferLocked(out BufferItem bufferItem, ulong expectedPresent)
  90. {
  91. Status acquireStatus = Consumer.AcquireBuffer(out bufferItem, expectedPresent);
  92. if (acquireStatus != Status.Success)
  93. {
  94. return acquireStatus;
  95. }
  96. if (!bufferItem.GraphicBuffer.IsNull)
  97. {
  98. Slots[bufferItem.Slot].GraphicBuffer.Set(bufferItem.GraphicBuffer.Object);
  99. }
  100. Slots[bufferItem.Slot].FrameNumber = bufferItem.FrameNumber;
  101. Slots[bufferItem.Slot].Fence = bufferItem.Fence;
  102. return Status.Success;
  103. }
  104. protected virtual Status AddReleaseFenceLocked(int slot, ref AndroidStrongPointer<GraphicBuffer> graphicBuffer, ref AndroidFence fence)
  105. {
  106. if (!StillTracking(slot, ref graphicBuffer))
  107. {
  108. return Status.Success;
  109. }
  110. Slots[slot].Fence = fence;
  111. return Status.Success;
  112. }
  113. protected virtual Status ReleaseBufferLocked(int slot, ref AndroidStrongPointer<GraphicBuffer> graphicBuffer)
  114. {
  115. if (!StillTracking(slot, ref graphicBuffer))
  116. {
  117. return Status.Success;
  118. }
  119. Status result = Consumer.ReleaseBuffer(slot, Slots[slot].FrameNumber, ref Slots[slot].Fence);
  120. if (result == Status.StaleBufferSlot)
  121. {
  122. FreeBufferLocked(slot);
  123. }
  124. Slots[slot].Fence = AndroidFence.NoFence;
  125. return result;
  126. }
  127. protected virtual bool StillTracking(int slotIndex, ref AndroidStrongPointer<GraphicBuffer> graphicBuffer)
  128. {
  129. if (slotIndex < 0 || slotIndex >= Slots.Length)
  130. {
  131. return false;
  132. }
  133. Slot slot = Slots[slotIndex];
  134. // TODO: Check this. On Android, this checks the "handle". I assume NvMapHandle is the handle, but it might not be.
  135. return !slot.GraphicBuffer.IsNull && slot.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle == graphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
  136. }
  137. }
  138. }