forked from ShuriZma/suyu
Merge pull request #12905 from liamwhite/hwc-release
nvnflinger: release buffers before presentation sleep
This commit is contained in:
commit
a2f23746c2
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@ -7,7 +7,6 @@
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvnflinger/buffer_item.h"
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#include "core/hle/service/nvnflinger/buffer_item.h"
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#include "core/hle/service/nvnflinger/buffer_item_consumer.h"
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#include "core/hle/service/nvnflinger/buffer_item_consumer.h"
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#include "core/hle/service/nvnflinger/buffer_queue_producer.h"
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#include "core/hle/service/nvnflinger/hardware_composer.h"
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#include "core/hle/service/nvnflinger/hardware_composer.h"
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#include "core/hle/service/nvnflinger/hwc_layer.h"
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#include "core/hle/service/nvnflinger/hwc_layer.h"
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#include "core/hle/service/nvnflinger/ui/graphic_buffer.h"
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#include "core/hle/service/nvnflinger/ui/graphic_buffer.h"
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@ -46,31 +45,9 @@ HardwareComposer::HardwareComposer() = default;
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HardwareComposer::~HardwareComposer() = default;
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HardwareComposer::~HardwareComposer() = default;
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u32 HardwareComposer::ComposeLocked(f32* out_speed_scale, VI::Display& display,
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u32 HardwareComposer::ComposeLocked(f32* out_speed_scale, VI::Display& display,
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Nvidia::Devices::nvdisp_disp0& nvdisp, u32 frame_advance) {
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Nvidia::Devices::nvdisp_disp0& nvdisp) {
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boost::container::small_vector<HwcLayer, 2> composition_stack;
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boost::container::small_vector<HwcLayer, 2> composition_stack;
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m_frame_number += frame_advance;
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// Release any necessary framebuffers.
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for (auto& [layer_id, framebuffer] : m_framebuffers) {
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if (framebuffer.release_frame_number > m_frame_number) {
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// Not yet ready to release this framebuffer.
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continue;
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}
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if (!framebuffer.is_acquired) {
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// Already released.
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continue;
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}
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if (auto* layer = display.FindLayer(layer_id); layer != nullptr) {
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// TODO: support release fence
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// This is needed to prevent screen tearing
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layer->GetConsumer().ReleaseBuffer(framebuffer.item, android::Fence::NoFence());
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framebuffer.is_acquired = false;
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}
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}
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// Set default speed limit to 100%.
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// Set default speed limit to 100%.
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*out_speed_scale = 1.0f;
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*out_speed_scale = 1.0f;
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@ -142,7 +119,30 @@ u32 HardwareComposer::ComposeLocked(f32* out_speed_scale, VI::Display& display,
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MicroProfileFlip();
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MicroProfileFlip();
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// Advance by at least one frame.
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// Advance by at least one frame.
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return swap_interval.value_or(1);
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const u32 frame_advance = swap_interval.value_or(1);
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m_frame_number += frame_advance;
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// Release any necessary framebuffers.
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for (auto& [layer_id, framebuffer] : m_framebuffers) {
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if (framebuffer.release_frame_number > m_frame_number) {
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// Not yet ready to release this framebuffer.
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continue;
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}
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if (!framebuffer.is_acquired) {
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// Already released.
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continue;
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}
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if (auto* layer = display.FindLayer(layer_id); layer != nullptr) {
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// TODO: support release fence
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// This is needed to prevent screen tearing
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layer->GetConsumer().ReleaseBuffer(framebuffer.item, android::Fence::NoFence());
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framebuffer.is_acquired = false;
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}
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}
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return frame_advance;
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}
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}
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void HardwareComposer::RemoveLayerLocked(VI::Display& display, LayerId layer_id) {
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void HardwareComposer::RemoveLayerLocked(VI::Display& display, LayerId layer_id) {
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@ -27,7 +27,7 @@ public:
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~HardwareComposer();
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~HardwareComposer();
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u32 ComposeLocked(f32* out_speed_scale, VI::Display& display,
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u32 ComposeLocked(f32* out_speed_scale, VI::Display& display,
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Nvidia::Devices::nvdisp_disp0& nvdisp, u32 frame_advance);
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Nvidia::Devices::nvdisp_disp0& nvdisp);
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void RemoveLayerLocked(VI::Display& display, LayerId layer_id);
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void RemoveLayerLocked(VI::Display& display, LayerId layer_id);
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private:
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private:
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@ -291,8 +291,7 @@ void Nvnflinger::Compose() {
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auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>(disp_fd);
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auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>(disp_fd);
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ASSERT(nvdisp);
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ASSERT(nvdisp);
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swap_interval = display.GetComposer().ComposeLocked(&compose_speed_scale, display, *nvdisp,
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swap_interval = display.GetComposer().ComposeLocked(&compose_speed_scale, display, *nvdisp);
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swap_interval);
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}
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}
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}
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}
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