36749c358d
* Rewrite SurfaceFlinger Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it) TODO: support swap interval properly and reintroduce disabled "game vsync" support. * Some fixes for SetBufferCount * uncomment a test from last commit * SurfaceFlinger: don't free the graphic buffer in SetBufferCount * SurfaceFlinger: Implement swap interval correctly * SurfaceFlinger: Reintegrate Game VSync toggle * SurfaceFlinger: do not push a fence on buffer release on the consumer side * Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side" This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad. * Make the game vsync toggle work dynamically again * Unregister producer's Binder object when closing layer * Address ripinperi's comments * Add a timeout on syncpoint wait operation Syncpoint aren't supposed to be waited on for more than a second. This effectively workaround issues caused by not having a channel scheduling in place yet. PS: Also introduce Android WaitForever warning about fence being not signaled for 3s * Fix a print of previous commit * Address Ac_K's comments * Address gdkchan's comments * Address final comments
159 lines
4.2 KiB
C#
159 lines
4.2 KiB
C#
using LibHac.FsSystem;
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using Ryujinx.Audio;
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using Ryujinx.Configuration;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.FileSystem.Content;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.HOS.Services;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.SystemState;
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using System;
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using System.Threading;
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namespace Ryujinx.HLE
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{
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public class Switch : IDisposable
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{
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public IAalOutput AudioOut { get; private set; }
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internal DeviceMemory Memory { get; private set; }
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public GpuContext Gpu { get; private set; }
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public VirtualFileSystem FileSystem { get; private set; }
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public Horizon System { get; private set; }
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public PerformanceStatistics Statistics { get; private set; }
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public Hid Hid { get; private set; }
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public bool EnableDeviceVsync { get; set; } = true;
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public Switch(VirtualFileSystem fileSystem, ContentManager contentManager, IRenderer renderer, IAalOutput audioOut)
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{
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if (renderer == null)
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{
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throw new ArgumentNullException(nameof(renderer));
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}
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if (audioOut == null)
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{
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throw new ArgumentNullException(nameof(audioOut));
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}
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AudioOut = audioOut;
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Memory = new DeviceMemory();
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Gpu = new GpuContext(renderer);
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FileSystem = fileSystem;
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System = new Horizon(this, contentManager);
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Statistics = new PerformanceStatistics();
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Hid = new Hid(this, System.HidBaseAddress);
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Hid.InitDevices();
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}
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public void Initialize()
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{
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System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
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System.State.SetRegion((SystemRegion)ConfigurationState.Instance.System.Region.Value);
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EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
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// TODO: Make this reloadable and implement Docking/Undocking logic.
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System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
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if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
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{
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System.EnableMultiCoreScheduling();
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}
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System.FsIntegrityCheckLevel = GetIntigrityCheckLevel();
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System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
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ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
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}
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public static IntegrityCheckLevel GetIntigrityCheckLevel()
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{
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return ConfigurationState.Instance.System.EnableFsIntegrityChecks
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? IntegrityCheckLevel.ErrorOnInvalid
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: IntegrityCheckLevel.None;
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}
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public void LoadCart(string exeFsDir, string romFsFile = null)
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{
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System.LoadCart(exeFsDir, romFsFile);
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}
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public void LoadXci(string xciFile)
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{
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System.LoadXci(xciFile);
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}
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public void LoadNca(string ncaFile)
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{
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System.LoadNca(ncaFile);
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}
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public void LoadNsp(string nspFile)
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{
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System.LoadNsp(nspFile);
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}
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public void LoadProgram(string fileName)
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{
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System.LoadProgram(fileName);
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}
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public bool WaitFifo()
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{
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return Gpu.DmaPusher.WaitForCommands();
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}
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public void ProcessFrame()
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{
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Gpu.DmaPusher.DispatchCalls();
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}
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public void PresentFrame(Action swapBuffersCallback)
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{
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Gpu.Window.Present(swapBuffersCallback);
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}
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internal void Unload()
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{
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FileSystem.Unload();
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Memory.Dispose();
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}
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public void DisposeGpu()
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{
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Gpu.Dispose();
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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System.Dispose();
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AudioOut.Dispose();
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}
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}
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}
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}
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