nvservice: add a lock around NvHostEvent and remove release fence on SFv2 (#1197)
* nvservice: add a lock to NvHostEvent * Disable surface flinger release fence and readd infinite timeout * FenceAction: Add a timeout of 1 seconds as this shouldn't wait forever anyuway * surfaceflinger: remove leftovers from the release fence * Don't allow infinite timeout on syncpoint while printing all timeout for better debugging
This commit is contained in:
parent
0a3b75ae2b
commit
764891e670
4 changed files with 237 additions and 211 deletions
|
@ -112,14 +112,10 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
|
|||
throw new ArgumentOutOfRangeException(nameof(id));
|
||||
}
|
||||
|
||||
bool warnAboutTimeout = false;
|
||||
|
||||
// TODO: Remove this when GPU channel scheduling will be implemented.
|
||||
if (timeout == Timeout.InfiniteTimeSpan)
|
||||
{
|
||||
timeout = TimeSpan.FromSeconds(1);
|
||||
|
||||
warnAboutTimeout = true;
|
||||
}
|
||||
|
||||
using (ManualResetEvent waitEvent = new ManualResetEvent(false))
|
||||
|
@ -135,10 +131,7 @@ namespace Ryujinx.Graphics.Gpu.Synchronization
|
|||
|
||||
if (!signaled && info != null)
|
||||
{
|
||||
if (warnAboutTimeout)
|
||||
{
|
||||
Logger.PrintError(LogClass.Gpu, $"Wait on syncpoint {id} for threshold {threshold} took more than {timeout.TotalMilliseconds}ms, resuming execution...");
|
||||
}
|
||||
Logger.PrintError(LogClass.Gpu, $"Wait on syncpoint {id} for threshold {threshold} took more than {timeout.TotalMilliseconds}ms, resuming execution...");
|
||||
|
||||
_syncpoints[id].UnregisterCallback(info);
|
||||
}
|
||||
|
|
|
@ -95,26 +95,29 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
|
|||
|
||||
private KEvent QueryEvent(uint eventId)
|
||||
{
|
||||
uint eventSlot;
|
||||
uint syncpointId;
|
||||
|
||||
if ((eventId >> 28) == 1)
|
||||
lock (_events)
|
||||
{
|
||||
eventSlot = eventId & 0xFFFF;
|
||||
syncpointId = (eventId >> 16) & 0xFFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
eventSlot = eventId & 0xFF;
|
||||
syncpointId = eventId >> 4;
|
||||
}
|
||||
uint eventSlot;
|
||||
uint syncpointId;
|
||||
|
||||
if (eventSlot >= EventsCount || _events[eventSlot] == null || _events[eventSlot].Fence.Id != syncpointId)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
if ((eventId >> 28) == 1)
|
||||
{
|
||||
eventSlot = eventId & 0xFFFF;
|
||||
syncpointId = (eventId >> 16) & 0xFFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
eventSlot = eventId & 0xFF;
|
||||
syncpointId = eventId >> 4;
|
||||
}
|
||||
|
||||
return _events[eventSlot].Event;
|
||||
if (eventSlot >= EventsCount || _events[eventSlot] == null || _events[eventSlot].Fence.Id != syncpointId)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return _events[eventSlot].Event;
|
||||
}
|
||||
}
|
||||
|
||||
public override NvInternalResult QueryEvent(out int eventHandle, uint eventId)
|
||||
|
@ -226,61 +229,71 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
|
|||
|
||||
private NvInternalResult EventRegister(ref uint userEventId)
|
||||
{
|
||||
NvInternalResult result = EventUnregister(ref userEventId);
|
||||
|
||||
if (result == NvInternalResult.Success)
|
||||
lock (_events)
|
||||
{
|
||||
_events[userEventId] = new NvHostEvent(_device.System.HostSyncpoint, userEventId, _device.System);
|
||||
NvInternalResult result = EventUnregister(ref userEventId);
|
||||
|
||||
if (result == NvInternalResult.Success)
|
||||
{
|
||||
_events[userEventId] = new NvHostEvent(_device.System.HostSyncpoint, userEventId, _device.System);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private NvInternalResult EventUnregister(ref uint userEventId)
|
||||
{
|
||||
if (userEventId >= EventsCount)
|
||||
lock (_events)
|
||||
{
|
||||
return NvInternalResult.InvalidInput;
|
||||
if (userEventId >= EventsCount)
|
||||
{
|
||||
return NvInternalResult.InvalidInput;
|
||||
}
|
||||
|
||||
NvHostEvent hostEvent = _events[userEventId];
|
||||
|
||||
if (hostEvent == null)
|
||||
{
|
||||
return NvInternalResult.Success;
|
||||
}
|
||||
|
||||
if (hostEvent.State == NvHostEventState.Available ||
|
||||
hostEvent.State == NvHostEventState.Cancelled ||
|
||||
hostEvent.State == NvHostEventState.Signaled)
|
||||
{
|
||||
_events[userEventId].Dispose();
|
||||
_events[userEventId] = null;
|
||||
|
||||
return NvInternalResult.Success;
|
||||
}
|
||||
|
||||
return NvInternalResult.Busy;
|
||||
}
|
||||
|
||||
NvHostEvent hostEvent = _events[userEventId];
|
||||
|
||||
if (hostEvent == null)
|
||||
{
|
||||
return NvInternalResult.Success;
|
||||
}
|
||||
|
||||
if (hostEvent.State == NvHostEventState.Available ||
|
||||
hostEvent.State == NvHostEventState.Cancelled ||
|
||||
hostEvent.State == NvHostEventState.Signaled)
|
||||
{
|
||||
_events[userEventId].Dispose();
|
||||
_events[userEventId] = null;
|
||||
|
||||
return NvInternalResult.Success;
|
||||
}
|
||||
|
||||
return NvInternalResult.Busy;
|
||||
}
|
||||
|
||||
private NvInternalResult EventKill(ref ulong eventMask)
|
||||
{
|
||||
NvInternalResult result = NvInternalResult.Success;
|
||||
|
||||
for (uint eventId = 0; eventId < EventsCount; eventId++)
|
||||
lock (_events)
|
||||
{
|
||||
if ((eventMask & (1UL << (int)eventId)) != 0)
|
||||
{
|
||||
NvInternalResult tmp = EventUnregister(ref eventId);
|
||||
NvInternalResult result = NvInternalResult.Success;
|
||||
|
||||
if (tmp != NvInternalResult.Success)
|
||||
for (uint eventId = 0; eventId < EventsCount; eventId++)
|
||||
{
|
||||
if ((eventMask & (1UL << (int)eventId)) != 0)
|
||||
{
|
||||
result = tmp;
|
||||
NvInternalResult tmp = EventUnregister(ref eventId);
|
||||
|
||||
if (tmp != NvInternalResult.Success)
|
||||
{
|
||||
result = tmp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
private NvInternalResult EventSignal(ref uint userEventId)
|
||||
|
@ -292,27 +305,34 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
|
|||
return NvInternalResult.InvalidInput;
|
||||
}
|
||||
|
||||
NvHostEvent hostEvent = _events[eventId];
|
||||
|
||||
if (hostEvent == null)
|
||||
lock (_events)
|
||||
{
|
||||
return NvInternalResult.InvalidInput;
|
||||
NvHostEvent hostEvent = _events[eventId];
|
||||
|
||||
if (hostEvent == null)
|
||||
{
|
||||
return NvInternalResult.InvalidInput;
|
||||
}
|
||||
|
||||
lock (hostEvent.Lock)
|
||||
{
|
||||
|
||||
NvHostEventState oldState = hostEvent.State;
|
||||
|
||||
if (oldState == NvHostEventState.Waiting)
|
||||
{
|
||||
hostEvent.State = NvHostEventState.Cancelling;
|
||||
|
||||
hostEvent.Cancel(_device.Gpu);
|
||||
}
|
||||
|
||||
hostEvent.State = NvHostEventState.Cancelled;
|
||||
|
||||
_device.System.HostSyncpoint.UpdateMin(hostEvent.Fence.Id);
|
||||
|
||||
return NvInternalResult.Success;
|
||||
}
|
||||
}
|
||||
|
||||
NvHostEventState oldState = hostEvent.State;
|
||||
|
||||
if (oldState == NvHostEventState.Waiting)
|
||||
{
|
||||
hostEvent.State = NvHostEventState.Cancelling;
|
||||
|
||||
hostEvent.Cancel(_device.Gpu);
|
||||
}
|
||||
|
||||
hostEvent.State = NvHostEventState.Cancelled;
|
||||
|
||||
_device.System.HostSyncpoint.UpdateMin(hostEvent.Fence.Id);
|
||||
|
||||
return NvInternalResult.Success;
|
||||
}
|
||||
|
||||
private NvInternalResult SyncptReadMinOrMax(ref NvFence arguments, bool max)
|
||||
|
@ -379,67 +399,81 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
|
|||
|
||||
uint eventIndex;
|
||||
|
||||
if (isWaitEventAsyncCmd)
|
||||
lock (_events)
|
||||
{
|
||||
eventIndex = value;
|
||||
|
||||
if (eventIndex >= EventsCount)
|
||||
if (isWaitEventAsyncCmd)
|
||||
{
|
||||
return NvInternalResult.InvalidInput;
|
||||
}
|
||||
eventIndex = value;
|
||||
|
||||
hostEvent = _events[eventIndex];
|
||||
}
|
||||
else
|
||||
{
|
||||
hostEvent = GetFreeEvent(fence.Id, out eventIndex);
|
||||
}
|
||||
|
||||
if (hostEvent != null &&
|
||||
(hostEvent.State == NvHostEventState.Available ||
|
||||
hostEvent.State == NvHostEventState.Signaled ||
|
||||
hostEvent.State == NvHostEventState.Cancelled))
|
||||
{
|
||||
bool timedOut = hostEvent.Wait(_device.Gpu, fence);
|
||||
|
||||
if (timedOut)
|
||||
{
|
||||
if (isWaitEventCmd)
|
||||
if (eventIndex >= EventsCount)
|
||||
{
|
||||
value = ((fence.Id & 0xfff) << 16) | 0x10000000;
|
||||
}
|
||||
else
|
||||
{
|
||||
value = fence.Id << 4;
|
||||
return NvInternalResult.InvalidInput;
|
||||
}
|
||||
|
||||
value |= eventIndex;
|
||||
|
||||
result = NvInternalResult.TryAgain;
|
||||
hostEvent = _events[eventIndex];
|
||||
}
|
||||
else
|
||||
{
|
||||
value = fence.Value;
|
||||
|
||||
return NvInternalResult.Success;
|
||||
hostEvent = GetFreeEventLocked(fence.Id, out eventIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.PrintError(LogClass.ServiceNv, $"Invalid Event at index {eventIndex} (isWaitEventAsyncCmd: {isWaitEventAsyncCmd}, isWaitEventCmd: {isWaitEventCmd})");
|
||||
|
||||
if (hostEvent != null)
|
||||
{
|
||||
Logger.PrintError(LogClass.ServiceNv, hostEvent.DumpState(_device.Gpu));
|
||||
}
|
||||
lock (hostEvent.Lock)
|
||||
{
|
||||
if (hostEvent.State == NvHostEventState.Available ||
|
||||
hostEvent.State == NvHostEventState.Signaled ||
|
||||
hostEvent.State == NvHostEventState.Cancelled)
|
||||
{
|
||||
bool timedOut = hostEvent.Wait(_device.Gpu, fence);
|
||||
|
||||
result = NvInternalResult.InvalidInput;
|
||||
if (timedOut)
|
||||
{
|
||||
if (isWaitEventCmd)
|
||||
{
|
||||
value = ((fence.Id & 0xfff) << 16) | 0x10000000;
|
||||
}
|
||||
else
|
||||
{
|
||||
value = fence.Id << 4;
|
||||
}
|
||||
|
||||
value |= eventIndex;
|
||||
|
||||
result = NvInternalResult.TryAgain;
|
||||
}
|
||||
else
|
||||
{
|
||||
value = fence.Value;
|
||||
|
||||
return NvInternalResult.Success;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.PrintError(LogClass.ServiceNv, $"Invalid Event at index {eventIndex} (isWaitEventAsyncCmd: {isWaitEventAsyncCmd}, isWaitEventCmd: {isWaitEventCmd})");
|
||||
|
||||
if (hostEvent != null)
|
||||
{
|
||||
Logger.PrintError(LogClass.ServiceNv, hostEvent.DumpState(_device.Gpu));
|
||||
}
|
||||
|
||||
result = NvInternalResult.InvalidInput;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.PrintError(LogClass.ServiceNv, $"Invalid Event at index {eventIndex} (isWaitEventAsyncCmd: {isWaitEventAsyncCmd}, isWaitEventCmd: {isWaitEventCmd})");
|
||||
|
||||
result = NvInternalResult.InvalidInput;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public NvHostEvent GetFreeEvent(uint id, out uint eventIndex)
|
||||
private NvHostEvent GetFreeEventLocked(uint id, out uint eventIndex)
|
||||
{
|
||||
eventIndex = EventsCount;
|
||||
|
||||
|
@ -490,38 +524,44 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
|
|||
{
|
||||
Logger.PrintWarning(LogClass.ServiceNv, "Closing channel");
|
||||
|
||||
// If the device file need to be closed, cancel all user events and dispose events.
|
||||
for (int i = 0; i < _events.Length; i++)
|
||||
lock (_events)
|
||||
{
|
||||
NvHostEvent evnt = _events[i];
|
||||
|
||||
if (evnt != null)
|
||||
// If the device file need to be closed, cancel all user events and dispose events.
|
||||
for (int i = 0; i < _events.Length; i++)
|
||||
{
|
||||
if (evnt.State == NvHostEventState.Waiting)
|
||||
{
|
||||
evnt.State = NvHostEventState.Cancelling;
|
||||
NvHostEvent evnt = _events[i];
|
||||
|
||||
evnt.Cancel(_device.Gpu);
|
||||
}
|
||||
else if (evnt.State == NvHostEventState.Signaling)
|
||||
if (evnt != null)
|
||||
{
|
||||
// Wait at max 9ms if the guest app is trying to signal the event while closing it..
|
||||
int retryCount = 0;
|
||||
do
|
||||
lock (evnt.Lock)
|
||||
{
|
||||
if (retryCount++ > 9)
|
||||
if (evnt.State == NvHostEventState.Waiting)
|
||||
{
|
||||
break;
|
||||
evnt.State = NvHostEventState.Cancelling;
|
||||
|
||||
evnt.Cancel(_device.Gpu);
|
||||
}
|
||||
else if (evnt.State == NvHostEventState.Signaling)
|
||||
{
|
||||
// Wait at max 9ms if the guest app is trying to signal the event while closing it..
|
||||
int retryCount = 0;
|
||||
do
|
||||
{
|
||||
if (retryCount++ > 9)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO: This should be handled by the kernel (reschedule the current thread ect), waiting for Kernel decoupling work.
|
||||
Thread.Sleep(1);
|
||||
} while (evnt.State != NvHostEventState.Signaled);
|
||||
}
|
||||
|
||||
// TODO: This should be handled by the kernel (reschedule the current thread ect), waiting for Kernel decoupling work.
|
||||
Thread.Sleep(1);
|
||||
} while (evnt.State != NvHostEventState.Signaled);
|
||||
evnt.Dispose();
|
||||
|
||||
_events[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
evnt.Dispose();
|
||||
|
||||
_events[i] = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,6 +21,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
|
|||
private NvFence _previousFailingFence;
|
||||
private uint _failingCount;
|
||||
|
||||
public object Lock = new object();
|
||||
|
||||
/// <summary>
|
||||
/// Max failing count until waiting on CPU.
|
||||
/// FIXME: This seems enough for most of the cases, reduce if needed.
|
||||
|
@ -49,83 +51,88 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl
|
|||
_failingCount = 0;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
Fence.Id = 0;
|
||||
Fence.Value = 0;
|
||||
State = NvHostEventState.Available;
|
||||
}
|
||||
|
||||
private void Signal()
|
||||
{
|
||||
NvHostEventState oldState = State;
|
||||
|
||||
State = NvHostEventState.Signaling;
|
||||
|
||||
if (oldState == NvHostEventState.Waiting)
|
||||
lock (Lock)
|
||||
{
|
||||
Event.WritableEvent.Signal();
|
||||
}
|
||||
NvHostEventState oldState = State;
|
||||
|
||||
State = NvHostEventState.Signaled;
|
||||
State = NvHostEventState.Signaling;
|
||||
|
||||
if (oldState == NvHostEventState.Waiting)
|
||||
{
|
||||
Event.WritableEvent.Signal();
|
||||
}
|
||||
|
||||
State = NvHostEventState.Signaled;
|
||||
}
|
||||
}
|
||||
|
||||
private void GpuSignaled()
|
||||
{
|
||||
ResetFailingState();
|
||||
lock (Lock)
|
||||
{
|
||||
ResetFailingState();
|
||||
|
||||
Signal();
|
||||
Signal();
|
||||
}
|
||||
}
|
||||
|
||||
public void Cancel(GpuContext gpuContext)
|
||||
{
|
||||
if (_waiterInformation != null)
|
||||
lock (Lock)
|
||||
{
|
||||
gpuContext.Synchronization.UnregisterCallback(Fence.Id, _waiterInformation);
|
||||
|
||||
if (_previousFailingFence.Id == Fence.Id && _previousFailingFence.Value == Fence.Value)
|
||||
if (_waiterInformation != null)
|
||||
{
|
||||
_failingCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
_failingCount = 1;
|
||||
gpuContext.Synchronization.UnregisterCallback(Fence.Id, _waiterInformation);
|
||||
|
||||
_previousFailingFence = Fence;
|
||||
if (_previousFailingFence.Id == Fence.Id && _previousFailingFence.Value == Fence.Value)
|
||||
{
|
||||
_failingCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
_failingCount = 1;
|
||||
|
||||
_previousFailingFence = Fence;
|
||||
}
|
||||
|
||||
Signal();
|
||||
}
|
||||
|
||||
Signal();
|
||||
Event.WritableEvent.Clear();
|
||||
}
|
||||
|
||||
Event.WritableEvent.Clear();
|
||||
}
|
||||
|
||||
public bool Wait(GpuContext gpuContext, NvFence fence)
|
||||
{
|
||||
Fence = fence;
|
||||
State = NvHostEventState.Waiting;
|
||||
|
||||
// NOTE: nvservices code should always wait on the GPU side.
|
||||
// If we do this, we may get an abort or undefined behaviour when the GPU processing thread is blocked for a long period (for example, during shader compilation).
|
||||
// The reason for this is that the NVN code will try to wait until giving up.
|
||||
// This is done by trying to wait and signal multiple times until aborting after you are past the timeout.
|
||||
// As such, if it fails too many time, we enforce a wait on the CPU side indefinitely.
|
||||
// This allows to keep GPU and CPU in sync when we are slow.
|
||||
if (_failingCount == FailingCountMax)
|
||||
lock (Lock)
|
||||
{
|
||||
Logger.PrintWarning(LogClass.ServiceNv, "GPU processing thread is too slow, waiting on CPU...");
|
||||
Fence = fence;
|
||||
State = NvHostEventState.Waiting;
|
||||
|
||||
bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan);
|
||||
// NOTE: nvservices code should always wait on the GPU side.
|
||||
// If we do this, we may get an abort or undefined behaviour when the GPU processing thread is blocked for a long period (for example, during shader compilation).
|
||||
// The reason for this is that the NVN code will try to wait until giving up.
|
||||
// This is done by trying to wait and signal multiple times until aborting after you are past the timeout.
|
||||
// As such, if it fails too many time, we enforce a wait on the CPU side indefinitely.
|
||||
// This allows to keep GPU and CPU in sync when we are slow.
|
||||
if (_failingCount == FailingCountMax)
|
||||
{
|
||||
Logger.PrintWarning(LogClass.ServiceNv, "GPU processing thread is too slow, waiting on CPU...");
|
||||
|
||||
GpuSignaled();
|
||||
bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan);
|
||||
|
||||
return timedOut;
|
||||
}
|
||||
else
|
||||
{
|
||||
_waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
|
||||
GpuSignaled();
|
||||
|
||||
return true;
|
||||
return timedOut;
|
||||
}
|
||||
else
|
||||
{
|
||||
_waiterInformation = gpuContext.Synchronization.RegisterCallbackOnSyncpoint(Fence.Id, Fence.Value, GpuSignaled);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -26,8 +26,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
|
||||
private Stopwatch _chrono;
|
||||
|
||||
private AndroidFence _vblankFence;
|
||||
|
||||
private long _ticks;
|
||||
private long _ticksPerFrame;
|
||||
|
||||
|
@ -49,7 +47,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
{
|
||||
public Layer Layer;
|
||||
public BufferItem Item;
|
||||
public AndroidFence Fence;
|
||||
}
|
||||
|
||||
public SurfaceFlinger(Switch device)
|
||||
|
@ -69,13 +66,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
|
||||
UpdateSwapInterval(1);
|
||||
|
||||
_vblankFence = AndroidFence.NoFence;
|
||||
_vblankFence.AddFence(new NvFence
|
||||
{
|
||||
Id = NvHostSyncpt.VBlank0SyncpointId,
|
||||
Value = 0
|
||||
});
|
||||
|
||||
_composerThread.Start();
|
||||
}
|
||||
|
||||
|
@ -222,8 +212,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
{
|
||||
lock (Lock)
|
||||
{
|
||||
_vblankFence.NvFences[0].Increment(_device.Gpu);
|
||||
|
||||
// TODO: support multilayers (& multidisplay ?)
|
||||
if (_layers.Count == 0)
|
||||
{
|
||||
|
@ -298,14 +286,10 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
flipX,
|
||||
flipY);
|
||||
|
||||
// Enforce that dequeueBuffer wait for the next vblank
|
||||
_vblankFence.NvFences[0].Value++;
|
||||
|
||||
TextureCallbackInformation textureCallbackInformation = new TextureCallbackInformation
|
||||
{
|
||||
Layer = layer,
|
||||
Item = item,
|
||||
Fence = _vblankFence
|
||||
};
|
||||
|
||||
_device.Gpu.Window.EnqueueFrameThreadSafe(
|
||||
|
@ -330,7 +314,9 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
|
|||
|
||||
private void ReleaseBuffer(TextureCallbackInformation information)
|
||||
{
|
||||
information.Layer.Consumer.ReleaseBuffer(information.Item, ref information.Fence);
|
||||
AndroidFence fence = AndroidFence.NoFence;
|
||||
|
||||
information.Layer.Consumer.ReleaseBuffer(information.Item, ref fence);
|
||||
}
|
||||
|
||||
private void AcquireBuffer(GpuContext ignored, object obj)
|
||||
|
|
Loading…
Reference in a new issue