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Surface Flinger: Fix an oversight when closing a layer (#2192)
* Surface Flinger: Fix an oversight when closing a layer As the title say. I also took the liberty of changing the logic on how we select the current layer being rendered to make it more explicit when opening and creating layers. NOTE: Found by Ac_k. * check for RenderLayerId and not the dictionary size This fix a possible race condition between the time you create a layer and set the one currently used for rendering
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@ -218,6 +218,7 @@ namespace Ryujinx.HLE.HOS.Services.Am.AppletAE.AllSystemAppletProxiesService.Sys
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public ResultCode CreateManagedDisplayLayer(ServiceCtx context)
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{
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context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long layerId);
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context.Device.System.SurfaceFlinger.SetRenderLayer(layerId);
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context.ResponseData.Write(layerId);
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@ -228,9 +229,9 @@ namespace Ryujinx.HLE.HOS.Services.Am.AppletAE.AllSystemAppletProxiesService.Sys
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// CreateManagedDisplaySeparableLayer() -> (u64, u64)
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public ResultCode CreateManagedDisplaySeparableLayer(ServiceCtx context)
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{
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// NOTE: first create the recoding layer and then the display one because right now Surface Flinger only use the last id.
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context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long recordingLayerId);
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context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long displayLayerId);
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context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long recordingLayerId);
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context.Device.System.SurfaceFlinger.SetRenderLayer(displayLayerId);
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context.ResponseData.Write(displayLayerId);
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context.ResponseData.Write(recordingLayerId);
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@ -7,6 +7,7 @@ using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvMap;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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@ -36,7 +37,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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private readonly object Lock = new object();
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public long LastId { get; private set; }
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public long RenderLayerId { get; private set; }
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private class Layer
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{
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@ -57,7 +58,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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{
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_device = device;
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_layers = new Dictionary<long, Layer>();
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LastId = 0;
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RenderLayerId = 0;
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_composerThread = new Thread(HandleComposition)
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{
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@ -150,8 +151,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Core = core,
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Owner = pid
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});
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LastId = layerId;
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}
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}
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@ -166,7 +165,31 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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HOSBinderDriverServer.UnregisterBinderObject(layer.ProducerBinderId);
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}
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return _layers.Remove(layerId);
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bool removed = _layers.Remove(layerId);
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// If the layer was removed and the current in use, we need to change the current layer in use.
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if (removed && RenderLayerId == layerId)
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{
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// If no layer is availaible, reset to default value.
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if (_layers.Count == 0)
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{
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SetRenderLayer(0);
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}
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else
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{
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SetRenderLayer(_layers.Last().Key);
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}
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}
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return removed;
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}
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}
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public void SetRenderLayer(long layerId)
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{
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lock (Lock)
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{
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RenderLayerId = layerId;
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}
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}
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@ -263,12 +286,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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lock (Lock)
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{
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// TODO: support multilayers (& multidisplay ?)
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if (_layers.Count == 0)
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if (RenderLayerId == 0)
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{
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return;
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}
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Layer layer = GetLayerByIdLocked(LastId);
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Layer layer = GetLayerByIdLocked(RenderLayerId);
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Status acquireStatus = layer.Consumer.AcquireBuffer(out BufferItem item, 0);
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@ -22,6 +22,7 @@ namespace Ryujinx.HLE.HOS.Services.Vi.RootService.ApplicationDisplayService
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long pid = context.Device.System.AppletState.AppletResourceUserIds.GetData<long>((int)appletResourceUserId);
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context.Device.System.SurfaceFlinger.CreateLayer(pid, out long layerId);
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context.Device.System.SurfaceFlinger.SetRenderLayer(layerId);
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context.ResponseData.Write(layerId);
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@ -126,6 +126,8 @@ namespace Ryujinx.HLE.HOS.Services.Vi.RootService
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IBinder producer = context.Device.System.SurfaceFlinger.OpenLayer(context.Request.HandleDesc.PId, layerId);
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context.Device.System.SurfaceFlinger.SetRenderLayer(layerId);
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Parcel parcel = new Parcel(0x28, 0x4);
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parcel.WriteObject(producer, "dispdrv\0");
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@ -164,6 +166,8 @@ namespace Ryujinx.HLE.HOS.Services.Vi.RootService
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IBinder producer = context.Device.System.SurfaceFlinger.CreateLayer(0, out long layerId);
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context.Device.System.SurfaceFlinger.SetRenderLayer(layerId);
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Parcel parcel = new Parcel(0x28, 0x4);
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parcel.WriteObject(producer, "dispdrv\0");
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