Buffer queue: Correct behavior of free buffer.
This corrects the behavior of free buffer after witnessing it in an unrelated hardware test. I haven't found any games affected by it but in name of better accuracy we'll correct such behavior.
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@ -28,6 +28,7 @@ void BufferQueue::SetPreallocatedBuffer(u32 slot, const IGBPBuffer& igbp_buffer)
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buffer.slot = slot;
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buffer.igbp_buffer = igbp_buffer;
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buffer.status = Buffer::Status::Free;
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free_buffers.push_back(slot);
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queue.emplace_back(buffer);
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buffer_wait_event.writable->Signal();
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@ -35,17 +36,38 @@ void BufferQueue::SetPreallocatedBuffer(u32 slot, const IGBPBuffer& igbp_buffer)
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std::optional<std::pair<u32, Service::Nvidia::MultiFence*>> BufferQueue::DequeueBuffer(u32 width,
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u32 height) {
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auto itr = std::find_if(queue.begin(), queue.end(), [&](const Buffer& buffer) {
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// Only consider free buffers. Buffers become free once again after they've been Acquired
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// and Released by the compositor, see the NVFlinger::Compose method.
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if (free_buffers.empty()) {
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return {};
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}
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auto f_itr = free_buffers.begin();
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auto itr = queue.end();
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while (f_itr != free_buffers.end()) {
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auto slot = *f_itr;
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itr = std::find_if(queue.begin(), queue.end(), [&](const Buffer& buffer) {
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// Only consider free buffers. Buffers become free once again after they've been
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// Acquired and Released by the compositor, see the NVFlinger::Compose method.
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if (buffer.status != Buffer::Status::Free) {
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return false;
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}
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if (buffer.slot != slot) {
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return false;
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}
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// Make sure that the parameters match.
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return buffer.igbp_buffer.width == width && buffer.igbp_buffer.height == height;
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});
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if (itr != queue.end()) {
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free_buffers.erase(f_itr);
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break;
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}
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++f_itr;
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}
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if (itr == queue.end()) {
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return {};
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}
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@ -99,6 +121,7 @@ void BufferQueue::ReleaseBuffer(u32 slot) {
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ASSERT(itr != queue.end());
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ASSERT(itr->status == Buffer::Status::Acquired);
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itr->status = Buffer::Status::Free;
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free_buffers.push_back(slot);
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buffer_wait_event.writable->Signal();
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}
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@ -101,6 +101,7 @@ private:
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u32 id;
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u64 layer_id;
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std::list<u32> free_buffers;
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std::vector<Buffer> queue;
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std::list<u32> queue_sequence;
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Kernel::EventPair buffer_wait_event;
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