[core/nvnflinger] Rewrite GetBufferHistory #528
1 changed files with 31 additions and 31 deletions
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@ -78,7 +78,7 @@ Status BufferQueueProducer::SetBufferCount(s32 buffer_count) {
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return Status::BadValue;
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}
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// There must be no dequeued buffers when changing the buffer count.
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// There must be no dequeued buffers when changing the buffer count.
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for (s32 s{}; s < BufferQueueDefs::NUM_BUFFER_SLOTS; ++s) {
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if (slots[s].buffer_state == BufferState::Dequeued) {
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LOG_ERROR(Service_Nvnflinger, "buffer owned by producer");
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@ -99,8 +99,8 @@ Status BufferQueueProducer::SetBufferCount(s32 buffer_count) {
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return Status::BadValue;
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}
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// Here we are guaranteed that the producer doesn't have any dequeued buffers and will
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// release all of its buffer references.
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// Here we are guaranteed that the producer doesn't have any dequeued buffers and will
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// release all of its buffer references.
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if (core->GetPreallocatedBufferCountLocked() <= 0) {
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core->FreeAllBuffersLocked();
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}
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@ -111,7 +111,7 @@ Status BufferQueueProducer::SetBufferCount(s32 buffer_count) {
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listener = core->consumer_listener;
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}
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// Call back without lock held
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// Call back without lock held
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if (listener != nullptr) {
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listener->OnBuffersReleased();
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}
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@ -137,7 +137,7 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found, St
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}
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}
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// Free up any buffers that are in slots beyond the max buffer count
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// Free up any buffers that are in slots beyond the max buffer count
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for (s32 s = max_buffer_count; s < BufferQueueDefs::NUM_BUFFER_SLOTS; ++s) {
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ASSERT(slots[s].buffer_state == BufferState::Free);
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if (slots[s].graphic_buffer != nullptr && slots[s].buffer_state == BufferState::Free &&
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@ -147,7 +147,7 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found, St
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}
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}
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// Look for a free buffer to give to the client
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// Look for a free buffer to give to the client
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*found = BufferQueueCore::INVALID_BUFFER_SLOT;
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s32 dequeued_count{};
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s32 acquired_count{};
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@ -172,16 +172,16 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found, St
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}
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}
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// Producers are not allowed to dequeue more than one buffer if they did not set a buffer
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// count
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// Producers are not allowed to dequeue more than one buffer if they did not set a buffer
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// count
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if (!core->override_max_buffer_count && dequeued_count) {
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LOG_ERROR(Service_Nvnflinger,
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"can't dequeue multiple buffers without setting the buffer count");
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return Status::InvalidOperation;
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}
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// See whether a buffer has been queued since the last SetBufferCount so we know whether to
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// perform the min undequeued buffers check below
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// See whether a buffer has been queued since the last SetBufferCount so we know whether to
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// perform the min undequeued buffers check below
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if (core->buffer_has_been_queued) {
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// Make sure the producer is not trying to dequeue more buffers than allowed
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const s32 new_undequeued_count = max_buffer_count - (dequeued_count + 1);
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@ -194,16 +194,16 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found, St
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}
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}
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// If we disconnect and reconnect quickly, we can be in a state where our slots are empty
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// but we have many buffers in the queue. This can cause us to run out of memory if we
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// outrun the consumer. Wait here if it looks like we have too many buffers queued up.
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// If we disconnect and reconnect quickly, we can be in a state where our slots are empty
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// but we have many buffers in the queue. This can cause us to run out of memory if we
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// outrun the consumer. Wait here if it looks like we have too many buffers queued up.
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const bool too_many_buffers = core->queue.size() > static_cast<size_t>(max_buffer_count);
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if (too_many_buffers) {
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LOG_ERROR(Service_Nvnflinger, "queue size is {}, waiting", core->queue.size());
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}
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// If no buffer is found, or if the queue has too many buffers outstanding, wait for a
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// buffer to be acquired or released, or for the max buffer count to change.
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// If no buffer is found, or if the queue has too many buffers outstanding, wait for a
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// buffer to be acquired or released, or for the max buffer count to change.
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try_again = (*found == BufferQueueCore::INVALID_BUFFER_SLOT) || too_many_buffers;
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if (try_again) {
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// Return an error if we're in non-blocking mode (producer and consumer are controlled
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@ -243,7 +243,7 @@ Status BufferQueueProducer::DequeueBuffer(s32* out_slot, Fence* out_fence, bool
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format = core->default_buffer_format;
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}
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// Enable the usage bits the consumer requested
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// Enable the usage bits the consumer requested
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usage |= core->consumer_usage_bit;
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s32 found{};
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@ -252,7 +252,7 @@ Status BufferQueueProducer::DequeueBuffer(s32* out_slot, Fence* out_fence, bool
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return status;
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}
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// This should not happen
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// This should not happen
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if (found == BufferQueueCore::INVALID_BUFFER_SLOT) {
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LOG_ERROR(Service_Nvnflinger, "no available buffer slots");
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return Status::Busy;
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@ -364,7 +364,7 @@ Status BufferQueueProducer::DetachNextBuffer(std::shared_ptr<GraphicBuffer>* out
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return Status::NoInit;
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}
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// Find the oldest valid slot
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// Find the oldest valid slot
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int found = BufferQueueCore::INVALID_BUFFER_SLOT;
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for (int s = 0; s < BufferQueueDefs::NUM_BUFFER_SLOTS; ++s) {
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if (slots[s].buffer_state == BufferState::Free && slots[s].graphic_buffer != nullptr) {
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@ -410,7 +410,7 @@ Status BufferQueueProducer::AttachBuffer(s32* out_slot,
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return status;
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}
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// This should not happen
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// This should not happen
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if (found == BufferQueueCore::INVALID_BUFFER_SLOT) {
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LOG_ERROR(Service_Nvnflinger, "No available buffer slots");
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return Status::Busy;
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@ -550,7 +550,7 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input,
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if (core->StillTracking(*front)) {
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slots[front->slot].buffer_state = BufferState::Free;
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// Mark tracked buffer history records as free
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// Mark tracked buffer history records as free
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for (auto& buffer_history_record : core->buffer_history) {
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if (buffer_history_record.frame_number == front->frame_number) {
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buffer_history_record.state = BufferState::Free;
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@ -558,8 +558,8 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input,
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}
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}
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// Reset the frame number of the freed buffer so that it is the first in line to
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// be dequeued again
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// Reset the frame number of the freed buffer so that it is the first in line to
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// be dequeued again
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slots[front->slot].frame_number = 0;
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}
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// Overwrite the droppable buffer with the incoming one
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@ -577,17 +577,17 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input,
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output->Inflate(core->default_width, core->default_height, core->transform_hint,
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static_cast<u32>(core->queue.size()));
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// Take a ticket for the callback functions
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// Take a ticket for the callback functions
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callback_ticket = next_callback_ticket++;
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}
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// Don't send the GraphicBuffer through the callback, and don't send the slot number, since the
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// consumer shouldn't need it
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// Don't send the GraphicBuffer through the callback, and don't send the slot number, since the
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// consumer shouldn't need it
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item.graphic_buffer.reset();
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item.slot = BufferItem::INVALID_BUFFER_SLOT;
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// Call back without the main BufferQueue lock held, but with the callback lock held so we can
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// ensure that callbacks occur in order
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// Call back without the main BufferQueue lock held, but with the callback lock held so we can
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// ensure that callbacks occur in order
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{
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std::scoped_lock lock{callback_mutex};
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while (callback_ticket != current_callback_ticket) {
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@ -805,8 +805,8 @@ Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot,
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slots[slot].graphic_buffer = std::make_shared<GraphicBuffer>(nvmap, buffer);
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slots[slot].frame_number = 0;
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// Most games preallocate a buffer and pass a valid buffer here. However, it is possible for
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// this to be called with an empty buffer, Naruto Ultimate Ninja Storm is a game that does this.
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// Most games preallocate a buffer and pass a valid buffer here. However, it is possible for
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// this to be called with an empty buffer, Naruto Ultimate Ninja Storm is a game that does this.
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if (buffer) {
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slots[slot].is_preallocated = true;
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@ -968,8 +968,8 @@ void BufferQueueProducer::Transact(u32 code, std::span<const u8> parcel_data,
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index_reversed = (current_history_pos + history_max - i) % history_max;
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const auto& current_history_buffer = core->buffer_history[index_reversed];
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// Here we use the frame number as a terminator.
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// Because a buffer without frame_number is not considered complete
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// Here we use the frame number as a terminator.
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// Because a buffer without frame_number is not considered complete
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if (current_history_buffer.frame_number == 0) {
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break;
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}
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