VideoCore: Refactor fencing system.

This commit is contained in:
Fernando Sahmkow
2022-02-06 01:16:11 +01:00
parent 4d60410dd9
commit bc8b3d225e
20 changed files with 154 additions and 167 deletions

View File

@ -269,17 +269,6 @@ void NVFlinger::Compose() {
return; // We are likely shutting down
}
auto& syncpoint_manager = system.Host1x().GetSyncpointManager();
const auto& multi_fence = buffer.fence;
guard->unlock();
for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
const auto& fence = multi_fence.fences[fence_id];
syncpoint_manager.WaitGuest(fence.id, fence.value);
}
guard->lock();
MicroProfileFlip();
// Now send the buffer to the GPU for drawing.
// TODO(Subv): Support more than just disp0. The display device selection is probably based
// on which display we're drawing (Default, Internal, External, etc)
@ -293,8 +282,10 @@ void NVFlinger::Compose() {
nvdisp->flip(igbp_buffer.BufferId(), igbp_buffer.Offset(), igbp_buffer.ExternalFormat(),
igbp_buffer.Width(), igbp_buffer.Height(), igbp_buffer.Stride(),
static_cast<android::BufferTransformFlags>(buffer.transform), crop_rect);
static_cast<android::BufferTransformFlags>(buffer.transform), crop_rect,
buffer.fence.fences, buffer.fence.num_fences);
MicroProfileFlip();
guard->lock();
swap_interval = buffer.swap_interval;