diff options
Diffstat (limited to '')
-rw-r--r-- | src/core/hle/service/nvnflinger/buffer_queue_producer.cpp | 24 |
1 files changed, 8 insertions, 16 deletions
diff --git a/src/core/hle/service/nvnflinger/buffer_queue_producer.cpp b/src/core/hle/service/nvnflinger/buffer_queue_producer.cpp index dc6917d5d..5d8762d25 100644 --- a/src/core/hle/service/nvnflinger/buffer_queue_producer.cpp +++ b/src/core/hle/service/nvnflinger/buffer_queue_producer.cpp @@ -13,7 +13,6 @@ #include "core/hle/kernel/kernel.h" #include "core/hle/service/hle_ipc.h" #include "core/hle/service/kernel_helpers.h" -#include "core/hle/service/nvdrv/core/nvmap.h" #include "core/hle/service/nvnflinger/buffer_queue_core.h" #include "core/hle/service/nvnflinger/buffer_queue_producer.h" #include "core/hle/service/nvnflinger/consumer_listener.h" @@ -134,7 +133,7 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found, St const s32 max_buffer_count = core->GetMaxBufferCountLocked(async); if (async && core->override_max_buffer_count) { if (core->override_max_buffer_count < max_buffer_count) { - LOG_ERROR(Service_Nvnflinger, "async mode is invalid with buffer count override"); + *found = BufferQueueCore::INVALID_BUFFER_SLOT; return Status::BadValue; } } @@ -142,7 +141,8 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found, St // Free up any buffers that are in slots beyond the max buffer count for (s32 s = max_buffer_count; s < BufferQueueDefs::NUM_BUFFER_SLOTS; ++s) { ASSERT(slots[s].buffer_state == BufferState::Free); - if (slots[s].graphic_buffer != nullptr) { + if (slots[s].graphic_buffer != nullptr && slots[s].buffer_state == BufferState::Free && + !slots[s].is_preallocated) { core->FreeBufferLocked(s); *return_flags |= Status::ReleaseAllBuffers; } @@ -532,8 +532,6 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input, item.is_droppable = core->dequeue_buffer_cannot_block || async; item.swap_interval = swap_interval; - nvmap.DuplicateHandle(item.graphic_buffer->BufferId(), true); - sticky_transform = sticky_transform_; if (core->queue.empty()) { @@ -743,19 +741,13 @@ Status BufferQueueProducer::Disconnect(NativeWindowApi api) { return Status::NoError; } - // HACK: We are not Android. Remove handle for items in queue, and clear queue. - // Allows synchronous destruction of nvmap handles. - for (auto& item : core->queue) { - nvmap.FreeHandle(item.graphic_buffer->BufferId(), true); - } - core->queue.clear(); - switch (api) { case NativeWindowApi::Egl: case NativeWindowApi::Cpu: case NativeWindowApi::Media: case NativeWindowApi::Camera: if (core->connected_api == api) { + core->queue.clear(); core->FreeAllBuffersLocked(); core->connected_producer_listener = nullptr; core->connected_api = NativeWindowApi::NoConnectedApi; @@ -784,7 +776,7 @@ Status BufferQueueProducer::Disconnect(NativeWindowApi api) { } Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot, - const std::shared_ptr<GraphicBuffer>& buffer) { + const std::shared_ptr<NvGraphicBuffer>& buffer) { LOG_DEBUG(Service_Nvnflinger, "slot {}", slot); if (slot < 0 || slot >= BufferQueueDefs::NUM_BUFFER_SLOTS) { @@ -795,7 +787,7 @@ Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot, slots[slot] = {}; slots[slot].fence = Fence::NoFence(); - slots[slot].graphic_buffer = buffer; + slots[slot].graphic_buffer = std::make_shared<GraphicBuffer>(nvmap, buffer); slots[slot].frame_number = 0; // Most games preallocate a buffer and pass a valid buffer here. However, it is possible for @@ -838,7 +830,7 @@ void BufferQueueProducer::Transact(HLERequestContext& ctx, TransactionId code, u } case TransactionId::SetPreallocatedBuffer: { const auto slot = parcel_in.Read<s32>(); - const auto buffer = parcel_in.ReadObject<GraphicBuffer>(); + const auto buffer = parcel_in.ReadObject<NvGraphicBuffer>(); status = SetPreallocatedBuffer(slot, buffer); break; @@ -866,7 +858,7 @@ void BufferQueueProducer::Transact(HLERequestContext& ctx, TransactionId code, u status = RequestBuffer(slot, &buf); - parcel_out.WriteFlattenedObject(buf); + parcel_out.WriteFlattenedObject<NvGraphicBuffer>(buf.get()); break; } case TransactionId::QueueBuffer: { |