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Rework GraphicBufferProducer
This commit makes GraphicBufferProducer significantly more accurate by matching the behavior of AOSP alongside mirroring the tweaks made by Nintendo. It eliminates a lot of the magic structures and enumerations used prior and replaces them with the correct values from AOSP or HOS. There was a lot of functional inaccuracy as well which was fixed, we emulate the exact subset of HOS behavior that we need to. A lot of the intermediate layers such as GraphicBufferConsumer or Gralloc/Sync are not emulated as they're pointless abstractions here.
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@ -5,6 +5,8 @@
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#include <common/trace.h>
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#include <kernel/types/KEvent.h>
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#include <services/hosbinder/native_window.h>
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#include <services/hosbinder/android_types.h>
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#include "texture.h"
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struct ANativeWindow;
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@ -18,13 +20,15 @@ namespace skyline::gpu {
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const DeviceState &state;
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const GPU &gpu;
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std::mutex mutex; //!< Synchronizes access to the surface objects
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std::condition_variable surfaceCondition; //!< Allows us to efficiently wait for the window object to be set
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std::condition_variable surfaceCondition; //!< Allows us to efficiently wait for Vulkan surface to be initialized
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jobject surface{}; //!< The Surface object backing the ANativeWindow
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std::optional<vk::raii::SurfaceKHR> vkSurface; //!< The Vulkan Surface object that is backed by ANativeWindow
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std::optional<service::hosbinder::NativeWindowTransform> transformHint; //!< The optimal transform for the application to render as
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std::optional<vk::raii::SwapchainKHR> vkSwapchain; //!< The Vulkan swapchain and the properties associated with it
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struct SwapchainContext {
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u32 imageCount{};
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u16 imageCount{};
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i32 dequeuedCount{};
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vk::Format imageFormat{};
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vk::Extent2D imageExtent{};
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} swapchain; //!< The properties of the currently created swapchain
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@ -32,7 +36,7 @@ namespace skyline::gpu {
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u64 frameTimestamp{}; //!< The timestamp of the last frame being shown
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perfetto::Track presentationTrack; //!< Perfetto track used for presentation events
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void UpdateSwapchain(u32 imageCount, vk::Format imageFormat, vk::Extent2D imageExtent);
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void UpdateSwapchain(u16 imageCount, vk::Format imageFormat, vk::Extent2D imageExtent);
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public:
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texture::Dimensions resolution{};
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@ -55,13 +59,19 @@ namespace skyline::gpu {
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std::shared_ptr<Texture> CreatePresentationTexture(const std::shared_ptr<GuestTexture> &texture, u32 slot);
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/**
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* @return The slot of the texture that's available to write into
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* @param async If to return immediately when a texture is not available
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* @param slot The slot the freed texture is in is written into this, it is untouched if there's an error
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*/
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u32 GetFreeTexture();
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service::hosbinder::AndroidStatus GetFreeTexture(bool async, i32& slot);
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/**
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* @brief Send the supplied texture to the presentation queue to be displayed
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* @brief Send a texture from a slot to the presentation queue to be displayed
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*/
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void Present(const std::shared_ptr<Texture> &texture);
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void Present(i32 slot);
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/**
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* @return A transform that the application should render with to elide costly transforms later
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*/
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service::hosbinder::NativeWindowTransform GetTransformHint();
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};
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}
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