nvnflinger: mark buffer as acquired when acquired
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462ba1b360
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fcc85abe27
@ -90,6 +90,18 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
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LOG_DEBUG(Service_Nvnflinger, "acquiring slot={}", slot);
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// If the front buffer is still being tracked, update its slot state
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if (core->StillTracking(*front)) {
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slots[slot].acquire_called = true;
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slots[slot].needs_cleanup_on_release = false;
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slots[slot].buffer_state = BufferState::Acquired;
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// TODO: for now, avoid resetting the fence, so that when we next return this
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// slot to the producer, it will wait for the fence to pass. We should fix this
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// by properly waiting for the fence in the BufferItemConsumer.
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// slots[slot].fence = Fence::NoFence();
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}
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// If the buffer has previously been acquired by the consumer, set graphic_buffer to nullptr to
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// avoid unnecessarily remapping this buffer on the consumer side.
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if (out_buffer->acquire_called) {
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@ -132,11 +144,28 @@ Status BufferQueueConsumer::ReleaseBuffer(s32 slot, u64 frame_number, const Fenc
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++current;
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}
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slots[slot].buffer_state = BufferState::Free;
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if (slots[slot].buffer_state == BufferState::Acquired) {
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// TODO: for now, avoid resetting the fence, so that when we next return this
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// slot to the producer, it can wait for its own fence to pass. We should fix this
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// by properly waiting for the fence in the BufferItemConsumer.
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// slots[slot].fence = release_fence;
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slots[slot].buffer_state = BufferState::Free;
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listener = core->connected_producer_listener;
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listener = core->connected_producer_listener;
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LOG_DEBUG(Service_Nvnflinger, "releasing slot {}", slot);
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LOG_DEBUG(Service_Nvnflinger, "releasing slot {}", slot);
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} else if (slots[slot].needs_cleanup_on_release) {
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LOG_DEBUG(Service_Nvnflinger, "releasing a stale buffer slot {} (state = {})", slot,
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slots[slot].buffer_state);
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slots[slot].needs_cleanup_on_release = false;
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return Status::StaleBufferSlot;
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} else {
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LOG_ERROR(Service_Nvnflinger,
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"attempted to release buffer slot {} but its state was {}", slot,
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slots[slot].buffer_state);
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return Status::BadValue;
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}
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core->SignalDequeueCondition();
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}
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@ -74,6 +74,10 @@ void BufferQueueCore::FreeBufferLocked(s32 slot) {
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slots[slot].graphic_buffer.reset();
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if (slots[slot].buffer_state == BufferState::Acquired) {
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slots[slot].needs_cleanup_on_release = true;
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}
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slots[slot].buffer_state = BufferState::Free;
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slots[slot].frame_number = UINT32_MAX;
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slots[slot].acquire_called = false;
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@ -31,6 +31,7 @@ struct BufferSlot final {
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u64 frame_number{};
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Fence fence;
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bool acquire_called{};
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bool needs_cleanup_on_release{};
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bool attached_by_consumer{};
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bool is_preallocated{};
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};
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