Files
Ryujinx-greemdev/src/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueCore.cs
TSRBerry 326749498b [Ryujinx.HLE] Address dotnet-format issues (#5380)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address or silence dotnet format IDE1006 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA2208 warnings

* Address or silence dotnet format CA1806 and a few CA1854 warnings

* Address dotnet format CA2211 warnings

* Address dotnet format CA1822 warnings

* Address or silence dotnet format CA1069 warnings

* Make dotnet format succeed in style mode

* Address or silence dotnet format CA2211 warnings

* Address review comments

* Address dotnet format CA2208 warnings properly

* Make ProcessResult readonly

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Add previously silenced warnings back

I have no clue how these disappeared

* Revert formatting changes for while and for-loops

* Format if-blocks correctly

* Run dotnet format style after rebase

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format analyzers after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Fix a few disabled warnings

* Fix naming rule violation, Convert shader properties to auto-property and convert values to const

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Run dotnet format after rebase

* Use using declaration instead of block syntax

* Address IDE0251 warnings

* Address a few disabled IDE0060 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Fix naming rule violations

* Fix typo

* Add trailing commas, use targeted new and use array initializer

* Fix build issues

* Fix remaining build issues

* Remove SuppressMessage for CA1069 where possible

* Address dotnet format issues

* Address formatting issues

Co-authored-by: Ac_K <acoustik666@gmail.com>

* Add GetHashCode implementation for RenderingSurfaceInfo

* Explicitly silence CA1822 for every affected method in Syscall

* Address formatting issues in Demangler.cs

* Address review feedback

Co-authored-by: Ac_K <acoustik666@gmail.com>

* Revert marking service methods as static

* Next dotnet format pass

* Address review feedback

---------

Co-authored-by: Ac_K <acoustik666@gmail.com>
2023-07-16 19:31:14 +02:00

342 lines
9.4 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Kernel.Threading;
using Ryujinx.HLE.HOS.Services.SurfaceFlinger.Types;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
{
class BufferQueueCore
{
public BufferSlotArray Slots;
public int OverrideMaxBufferCount;
public bool UseAsyncBuffer;
public bool DequeueBufferCannotBlock;
public PixelFormat DefaultBufferFormat;
public int DefaultWidth;
public int DefaultHeight;
public int DefaultMaxBufferCount;
public int MaxAcquiredBufferCount;
public bool BufferHasBeenQueued;
public ulong FrameCounter;
public NativeWindowTransform TransformHint;
public bool IsAbandoned;
public NativeWindowApi ConnectedApi;
public bool IsAllocating;
public IProducerListener ProducerListener;
public IConsumerListener ConsumerListener;
public bool ConsumerControlledByApp;
public uint ConsumerUsageBits;
public List<BufferItem> Queue;
public BufferInfo[] BufferHistory;
public uint BufferHistoryPosition;
public bool EnableExternalEvent;
public int MaxBufferCountCached;
public readonly object Lock = new();
private readonly KEvent _waitBufferFreeEvent;
private readonly KEvent _frameAvailableEvent;
public ulong Owner { get; }
public bool Active { get; private set; }
public const int BufferHistoryArraySize = 8;
public event Action BufferQueued;
public BufferQueueCore(Switch device, ulong pid)
{
Slots = new BufferSlotArray();
IsAbandoned = false;
OverrideMaxBufferCount = 0;
DequeueBufferCannotBlock = false;
UseAsyncBuffer = false;
DefaultWidth = 1;
DefaultHeight = 1;
DefaultMaxBufferCount = 2;
MaxAcquiredBufferCount = 1;
FrameCounter = 0;
TransformHint = 0;
DefaultBufferFormat = PixelFormat.Rgba8888;
IsAllocating = false;
ProducerListener = null;
ConsumerListener = null;
ConsumerUsageBits = 0;
Queue = new List<BufferItem>();
// TODO: CreateGraphicBufferAlloc?
_waitBufferFreeEvent = new KEvent(device.System.KernelContext);
_frameAvailableEvent = new KEvent(device.System.KernelContext);
Owner = pid;
Active = true;
BufferHistory = new BufferInfo[BufferHistoryArraySize];
EnableExternalEvent = true;
MaxBufferCountCached = 0;
}
public int GetMinUndequeuedBufferCountLocked(bool async)
{
if (!UseAsyncBuffer)
{
return 0;
}
if (DequeueBufferCannotBlock || async)
{
return MaxAcquiredBufferCount + 1;
}
return MaxAcquiredBufferCount;
}
public int GetMinMaxBufferCountLocked(bool async)
{
return GetMinUndequeuedBufferCountLocked(async);
}
public void UpdateMaxBufferCountCachedLocked(int slot)
{
if (MaxBufferCountCached <= slot)
{
MaxBufferCountCached = slot + 1;
}
}
public int GetMaxBufferCountLocked(bool async)
{
int minMaxBufferCount = GetMinMaxBufferCountLocked(async);
int maxBufferCount = Math.Max(DefaultMaxBufferCount, minMaxBufferCount);
if (OverrideMaxBufferCount != 0)
{
return OverrideMaxBufferCount;
}
// Preserve all buffers already in control of the producer and the consumer.
for (int slot = maxBufferCount; slot < Slots.Length; slot++)
{
BufferState state = Slots[slot].BufferState;
if (state == BufferState.Queued || state == BufferState.Dequeued)
{
maxBufferCount = slot + 1;
}
}
return maxBufferCount;
}
public Status SetDefaultMaxBufferCountLocked(int count)
{
int minBufferCount = UseAsyncBuffer ? 2 : 1;
if (count < minBufferCount || count > Slots.Length)
{
return Status.BadValue;
}
DefaultMaxBufferCount = count;
SignalDequeueEvent();
return Status.Success;
}
public void SignalWaitBufferFreeEvent()
{
if (EnableExternalEvent)
{
_waitBufferFreeEvent.WritableEvent.Signal();
}
}
public void SignalFrameAvailableEvent()
{
if (EnableExternalEvent)
{
_frameAvailableEvent.WritableEvent.Signal();
}
}
public void PrepareForExit()
{
lock (Lock)
{
Active = false;
Monitor.PulseAll(Lock);
}
}
// TODO: Find an accurate way to handle a regular condvar here as this will wake up unwanted threads in some edge cases.
public void SignalDequeueEvent()
{
Monitor.PulseAll(Lock);
}
public void WaitDequeueEvent()
{
WaitForLock();
}
public void SignalIsAllocatingEvent()
{
Monitor.PulseAll(Lock);
}
public void WaitIsAllocatingEvent()
{
WaitForLock();
}
public void SignalQueueEvent()
{
BufferQueued?.Invoke();
}
private void WaitForLock()
{
if (Active)
{
Monitor.Wait(Lock);
}
}
public void FreeBufferLocked(int slot)
{
Slots[slot].GraphicBuffer.Reset();
if (Slots[slot].BufferState == BufferState.Acquired)
{
Slots[slot].NeedsCleanupOnRelease = true;
}
Slots[slot].BufferState = BufferState.Free;
Slots[slot].FrameNumber = uint.MaxValue;
Slots[slot].AcquireCalled = false;
Slots[slot].Fence.FenceCount = 0;
}
public void FreeAllBuffersLocked()
{
BufferHasBeenQueued = false;
for (int slot = 0; slot < Slots.Length; slot++)
{
FreeBufferLocked(slot);
}
}
public bool StillTracking(ref BufferItem item)
{
BufferSlot slot = Slots[item.Slot];
// TODO: Check this. On Android, this checks the "handle". I assume NvMapHandle is the handle, but it might not be.
return !slot.GraphicBuffer.IsNull && slot.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle == item.GraphicBuffer.Object.Buffer.Surfaces[0].NvMapHandle;
}
public void WaitWhileAllocatingLocked()
{
while (IsAllocating)
{
WaitIsAllocatingEvent();
}
}
public void CheckSystemEventsLocked(int maxBufferCount)
{
if (!EnableExternalEvent)
{
return;
}
bool needBufferReleaseSignal = false;
bool needFrameAvailableSignal = false;
if (maxBufferCount > 1)
{
for (int i = 0; i < maxBufferCount; i++)
{
if (Slots[i].BufferState == BufferState.Queued)
{
needFrameAvailableSignal = true;
}
else if (Slots[i].BufferState == BufferState.Free)
{
needBufferReleaseSignal = true;
}
}
}
if (needBufferReleaseSignal)
{
SignalWaitBufferFreeEvent();
}
else
{
_waitBufferFreeEvent.WritableEvent.Clear();
}
if (needFrameAvailableSignal)
{
SignalFrameAvailableEvent();
}
else
{
_frameAvailableEvent.WritableEvent.Clear();
}
}
public bool IsProducerConnectedLocked()
{
return ConnectedApi != NativeWindowApi.NoApi;
}
public bool IsConsumerConnectedLocked()
{
return ConsumerListener != null;
}
public KReadableEvent GetWaitBufferFreeEvent()
{
lock (Lock)
{
return _waitBufferFreeEvent.ReadableEvent;
}
}
public bool IsOwnedByConsumerLocked(int slot)
{
if (Slots[slot].BufferState != BufferState.Acquired)
{
Logger.Error?.Print(LogClass.SurfaceFlinger, $"Slot {slot} is not owned by the consumer (state = {Slots[slot].BufferState})");
return false;
}
return true;
}
public bool IsOwnedByProducerLocked(int slot)
{
if (Slots[slot].BufferState != BufferState.Dequeued)
{
Logger.Error?.Print(LogClass.SurfaceFlinger, $"Slot {slot} is not owned by the producer (state = {Slots[slot].BufferState})");
return false;
}
return true;
}
}
}