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hle: service: nvflinger: buffer_queue: Remove AutoLock and fix free buffer tracking.

This commit is contained in:
bunnei 2022-03-25 23:01:03 -07:00
parent 07c7f96fb2
commit 25faca8ea7
5 changed files with 130 additions and 181 deletions

View file

@ -20,11 +20,7 @@ BufferQueueConsumer::~BufferQueueConsumer() = default;
Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
std::chrono::nanoseconds expected_present,
u64 max_frame_number) {
s32 num_dropped_buffers{};
std::shared_ptr<IProducerListener> listener;
{
std::unique_lock lock(core->mutex);
std::scoped_lock lock(core->mutex);
// Check that the consumer doesn't currently have the maximum number of buffers acquired.
const s32 num_acquired_buffers{
@ -49,13 +45,13 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
if (expected_present.count() != 0) {
constexpr auto MAX_REASONABLE_NSEC = 1000000000LL; // 1 second
// The expected_present argument indicates when the buffer is expected to be
// presented on-screen.
// The expected_present argument indicates when the buffer is expected to be presented
// on-screen.
while (core->queue.size() > 1 && !core->queue[0].is_auto_timestamp) {
const auto& buffer_item{core->queue[1]};
// If dropping entry[0] would leave us with a buffer that the consumer is not yet
// ready for, don't drop it.
// If dropping entry[0] would leave us with a buffer that the consumer is not yet ready
// for, don't drop it.
if (max_frame_number && buffer_item.frame_number > max_frame_number) {
break;
}
@ -64,8 +60,7 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
const auto desired_present = buffer_item.timestamp;
if (desired_present < expected_present.count() - MAX_REASONABLE_NSEC ||
desired_present > expected_present.count()) {
// This buffer is set to display in the near future, or desired_present is
// garbage.
// This buffer is set to display in the near future, or desired_present is garbage.
LOG_DEBUG(Service_NVFlinger, "nodrop desire={} expect={}", desired_present,
expected_present.count());
break;
@ -77,9 +72,6 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
if (core->StillTracking(*front)) {
// Front buffer is still in mSlots, so mark the slot as free
slots[front->slot].buffer_state = BufferState::Free;
core->free_buffers.push_back(front->slot);
listener = core->connected_producer_listener;
++num_dropped_buffers;
}
core->queue.erase(front);
@ -88,13 +80,8 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
// See if the front buffer is ready to be acquired.
const auto desired_present = front->timestamp;
const auto buffer_is_due =
desired_present <= expected_present.count() ||
desired_present > expected_present.count() + MAX_REASONABLE_NSEC;
const auto consumer_is_ready =
max_frame_number > 0 ? front->frame_number <= max_frame_number : true;
if (!buffer_is_due || !consumer_is_ready) {
if (desired_present > expected_present.count() &&
desired_present < expected_present.count() + MAX_REASONABLE_NSEC) {
LOG_DEBUG(Service_NVFlinger, "defer desire={} expect={}", desired_present,
expected_present.count());
return Status::PresentLater;
@ -117,8 +104,8 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
slots[slot].fence = Fence::NoFence();
}
// If the buffer has previously been acquired by the consumer, set graphic_buffer to nullptr
// to avoid unnecessarily remapping this buffer on the consumer side.
// If the buffer has previously been acquired by the consumer, set graphic_buffer to nullptr to
// avoid unnecessarily remapping this buffer on the consumer side.
if (out_buffer->acquire_called) {
out_buffer->graphic_buffer = nullptr;
}
@ -128,13 +115,6 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
// We might have freed a slot while dropping old buffers, or the producer may be blocked
// waiting for the number of buffers in the queue to decrease.
core->SignalDequeueCondition();
}
if (listener != nullptr) {
for (s32 i = 0; i < num_dropped_buffers; ++i) {
listener->OnBufferReleased();
}
}
return Status::NoError;
}
@ -147,7 +127,7 @@ Status BufferQueueConsumer::ReleaseBuffer(s32 slot, u64 frame_number, const Fenc
std::shared_ptr<IProducerListener> listener;
{
std::unique_lock lock(core->mutex);
std::scoped_lock lock(core->mutex);
// If the frame number has changed because the buffer has been reallocated, we can ignore
// this ReleaseBuffer for the old buffer.
@ -170,8 +150,6 @@ Status BufferQueueConsumer::ReleaseBuffer(s32 slot, u64 frame_number, const Fenc
slots[slot].fence = release_fence;
slots[slot].buffer_state = BufferState::Free;
core->free_buffers.push_back(slot);
listener = core->connected_producer_listener;
LOG_DEBUG(Service_NVFlinger, "releasing slot {}", slot);
@ -189,7 +167,7 @@ Status BufferQueueConsumer::ReleaseBuffer(s32 slot, u64 frame_number, const Fenc
return Status::BadValue;
}
core->dequeue_condition.notify_all();
core->SignalDequeueCondition();
}
// Call back without lock held
@ -209,7 +187,7 @@ Status BufferQueueConsumer::Connect(std::shared_ptr<IConsumerListener> consumer_
LOG_DEBUG(Service_NVFlinger, "controlled_by_app={}", controlled_by_app);
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
if (core->is_abandoned) {
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");

View file

@ -10,16 +10,12 @@
namespace Service::android {
BufferQueueCore::BufferQueueCore() : lock{mutex, std::defer_lock} {
for (s32 slot = 0; slot < BufferQueueDefs::NUM_BUFFER_SLOTS; ++slot) {
free_slots.insert(slot);
}
}
BufferQueueCore::BufferQueueCore() = default;
BufferQueueCore::~BufferQueueCore() = default;
void BufferQueueCore::NotifyShutdown() {
std::unique_lock lk(mutex);
std::scoped_lock lock(mutex);
is_shutting_down = true;
@ -35,7 +31,7 @@ bool BufferQueueCore::WaitForDequeueCondition() {
return false;
}
dequeue_condition.wait(lock);
dequeue_condition.wait(mutex);
return true;
}
@ -86,26 +82,15 @@ s32 BufferQueueCore::GetPreallocatedBufferCountLocked() const {
void BufferQueueCore::FreeBufferLocked(s32 slot) {
LOG_DEBUG(Service_NVFlinger, "slot {}", slot);
const auto had_buffer = slots[slot].graphic_buffer != nullptr;
slots[slot].graphic_buffer.reset();
if (slots[slot].buffer_state == BufferState::Acquired) {
slots[slot].needs_cleanup_on_release = true;
}
if (slots[slot].buffer_state != BufferState::Free) {
free_slots.insert(slot);
} else if (had_buffer) {
// If the slot was FREE, but we had a buffer, we need to move this slot from the free
// buffers list to the the free slots list.
free_buffers.remove(slot);
free_slots.insert(slot);
}
slots[slot].buffer_state = BufferState::Free;
slots[slot].frame_number = UINT32_MAX;
slots[slot].acquire_called = false;
slots[slot].frame_number = 0;
slots[slot].fence = Fence::NoFence();
}
@ -126,8 +111,7 @@ bool BufferQueueCore::StillTracking(const BufferItem& item) const {
void BufferQueueCore::WaitWhileAllocatingLocked() const {
while (is_allocating) {
std::unique_lock lk(mutex);
is_allocating_condition.wait(lk);
is_allocating_condition.wait(mutex);
}
}

View file

@ -49,24 +49,8 @@ private:
bool StillTracking(const BufferItem& item) const;
void WaitWhileAllocatingLocked() const;
private:
class AutoLock final {
public:
AutoLock(std::shared_ptr<BufferQueueCore>& core_) : core{core_} {
core->lock.lock();
}
~AutoLock() {
core->lock.unlock();
}
private:
std::shared_ptr<BufferQueueCore>& core;
};
private:
mutable std::mutex mutex;
mutable std::unique_lock<std::mutex> lock;
bool is_abandoned{};
bool consumer_controlled_by_app{};
std::shared_ptr<IConsumerListener> consumer_listener;
@ -75,10 +59,8 @@ private:
std::shared_ptr<IProducerListener> connected_producer_listener;
BufferQueueDefs::SlotsType slots{};
std::vector<BufferItem> queue;
std::set<s32> free_slots;
std::list<s32> free_buffers;
s32 override_max_buffer_count{};
mutable std::condition_variable dequeue_condition;
mutable std::condition_variable_any dequeue_condition;
const bool use_async_buffer{}; // This is always disabled on HOS
bool dequeue_buffer_cannot_block{};
PixelFormat default_buffer_format{PixelFormat::Rgba8888};
@ -90,7 +72,7 @@ private:
u64 frame_counter{};
u32 transform_hint{};
bool is_allocating{};
mutable std::condition_variable is_allocating_condition;
mutable std::condition_variable_any is_allocating_condition;
bool allow_allocation{true};
u64 buffer_age{};
bool is_shutting_down{};

View file

@ -38,7 +38,7 @@ BufferQueueProducer::~BufferQueueProducer() {
Status BufferQueueProducer::RequestBuffer(s32 slot, std::shared_ptr<GraphicBuffer>* buf) {
LOG_DEBUG(Service_NVFlinger, "slot {}", slot);
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
if (core->is_abandoned) {
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");
@ -65,7 +65,7 @@ Status BufferQueueProducer::SetBufferCount(s32 buffer_count) {
std::shared_ptr<IConsumerListener> listener;
{
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
core->WaitWhileAllocatingLocked();
if (core->is_abandoned) {
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");
@ -156,6 +156,14 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found,
case BufferState::Acquired:
++acquired_count;
break;
case BufferState::Free:
// We return the oldest of the free buffers to avoid stalling the producer if
// possible, since the consumer may still have pending reads of in-flight buffers
if (*found == BufferQueueCore::INVALID_BUFFER_SLOT ||
slots[s].frame_number < slots[*found].frame_number) {
*found = s;
}
break;
default:
break;
}
@ -183,27 +191,12 @@ Status BufferQueueProducer::WaitForFreeSlotThenRelock(bool async, s32* found,
}
}
*found = BufferQueueCore::INVALID_BUFFER_SLOT;
// If we disconnect and reconnect quickly, we can be in a state where our slots are empty
// but we have many buffers in the queue. This can cause us to run out of memory if we
// outrun the consumer. Wait here if it looks like we have too many buffers queued up.
const bool too_many_buffers = core->queue.size() > static_cast<size_t>(max_buffer_count);
if (too_many_buffers) {
LOG_ERROR(Service_NVFlinger, "queue size is {}, waiting", core->queue.size());
} else {
if (!core->free_buffers.empty()) {
auto slot = core->free_buffers.begin();
*found = *slot;
core->free_buffers.erase(slot);
} else if (core->allow_allocation && !core->free_slots.empty()) {
auto slot = core->free_slots.begin();
// Only return free slots up to the max buffer count
if (*slot < max_buffer_count) {
*found = *slot;
core->free_slots.erase(slot);
}
}
}
// If no buffer is found, or if the queue has too many buffers outstanding, wait for a
@ -240,7 +233,7 @@ Status BufferQueueProducer::DequeueBuffer(s32* out_slot, Fence* out_fence, bool
Status return_flags = Status::NoError;
bool attached_by_consumer = false;
{
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
core->WaitWhileAllocatingLocked();
if (format == PixelFormat::NoFormat) {
format = core->default_buffer_format;
@ -317,12 +310,13 @@ Status BufferQueueProducer::DequeueBuffer(s32* out_slot, Fence* out_fence, bool
}
{
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
if (core->is_abandoned) {
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");
return Status::NoInit;
}
slots[*out_slot].frame_number = UINT32_MAX;
slots[*out_slot].graphic_buffer = graphic_buffer;
}
}
@ -339,7 +333,7 @@ Status BufferQueueProducer::DequeueBuffer(s32* out_slot, Fence* out_fence, bool
Status BufferQueueProducer::DetachBuffer(s32 slot) {
LOG_DEBUG(Service_NVFlinger, "slot {}", slot);
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
if (core->is_abandoned) {
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");
return Status::NoInit;
@ -374,7 +368,7 @@ Status BufferQueueProducer::DetachNextBuffer(std::shared_ptr<GraphicBuffer>* out
return Status::BadValue;
}
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
core->WaitWhileAllocatingLocked();
@ -382,12 +376,21 @@ Status BufferQueueProducer::DetachNextBuffer(std::shared_ptr<GraphicBuffer>* out
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");
return Status::NoInit;
}
if (core->free_buffers.empty()) {
return Status::NoMemory;
// Find the oldest valid slot
int found = BufferQueueCore::INVALID_BUFFER_SLOT;
for (int s = 0; s < BufferQueueDefs::NUM_BUFFER_SLOTS; ++s) {
if (slots[s].buffer_state == BufferState::Free && slots[s].graphic_buffer != nullptr) {
if (found == BufferQueueCore::INVALID_BUFFER_SLOT ||
slots[s].frame_number < slots[found].frame_number) {
found = s;
}
}
}
const s32 found = core->free_buffers.front();
core->free_buffers.remove(found);
if (found == BufferQueueCore::INVALID_BUFFER_SLOT) {
return Status::NoMemory;
}
LOG_DEBUG(Service_NVFlinger, "Detached slot {}", found);
@ -409,7 +412,7 @@ Status BufferQueueProducer::AttachBuffer(s32* out_slot,
return Status::BadValue;
}
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
core->WaitWhileAllocatingLocked();
Status return_flags = Status::NoError;
@ -469,7 +472,7 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input,
BufferItem item;
{
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
if (core->is_abandoned) {
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");
@ -554,7 +557,9 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input,
// mark it as freed
if (core->StillTracking(*front)) {
slots[front->slot].buffer_state = BufferState::Free;
core->free_buffers.push_front(front->slot);
// Reset the frame number of the freed buffer so that it is the first in line to
// be dequeued again
slots[front->slot].frame_number = 0;
}
// Overwrite the droppable buffer with the incoming one
*front = item;
@ -582,10 +587,9 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input,
// Call back without the main BufferQueue lock held, but with the callback lock held so we can
// ensure that callbacks occur in order
{
std::unique_lock lock(callback_mutex);
std::scoped_lock lock(callback_mutex);
while (callback_ticket != current_callback_ticket) {
std::unique_lock<std::mutex> lk(callback_mutex);
callback_condition.wait(lk);
callback_condition.wait(callback_mutex);
}
if (frameAvailableListener != nullptr) {
@ -604,7 +608,7 @@ Status BufferQueueProducer::QueueBuffer(s32 slot, const QueueBufferInput& input,
void BufferQueueProducer::CancelBuffer(s32 slot, const Fence& fence) {
LOG_DEBUG(Service_NVFlinger, "slot {}", slot);
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
if (core->is_abandoned) {
LOG_ERROR(Service_NVFlinger, "BufferQueue has been abandoned");
@ -621,8 +625,8 @@ void BufferQueueProducer::CancelBuffer(s32 slot, const Fence& fence) {
return;
}
core->free_buffers.push_front(slot);
slots[slot].buffer_state = BufferState::Free;
slots[slot].frame_number = 0;
slots[slot].fence = fence;
core->SignalDequeueCondition();
@ -630,7 +634,7 @@ void BufferQueueProducer::CancelBuffer(s32 slot, const Fence& fence) {
}
Status BufferQueueProducer::Query(NativeWindow what, s32* out_value) {
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
if (out_value == nullptr) {
LOG_ERROR(Service_NVFlinger, "outValue was nullptr");
@ -687,7 +691,7 @@ Status BufferQueueProducer::Query(NativeWindow what, s32* out_value) {
Status BufferQueueProducer::Connect(const std::shared_ptr<IProducerListener>& listener,
NativeWindowApi api, bool producer_controlled_by_app,
QueueBufferOutput* output) {
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
LOG_DEBUG(Service_NVFlinger, "api = {} producer_controlled_by_app = {}", api,
producer_controlled_by_app);
@ -745,7 +749,7 @@ Status BufferQueueProducer::Disconnect(NativeWindowApi api) {
std::shared_ptr<IConsumerListener> listener;
{
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
core->WaitWhileAllocatingLocked();
@ -795,10 +799,11 @@ Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot,
return Status::BadValue;
}
BufferQueueCore::AutoLock lock(core);
std::scoped_lock lock(core->mutex);
slots[slot] = {};
slots[slot].graphic_buffer = buffer;
slots[slot].frame_number = 0;
// Most games preallocate a buffer and pass a valid buffer here. However, it is possible for
// this to be called with an empty buffer, Naruto Ultimate Ninja Storm is a game that does this.

View file

@ -77,7 +77,7 @@ private:
std::mutex callback_mutex;
s32 next_callback_ticket{};
s32 current_callback_ticket{};
std::condition_variable callback_condition;
std::condition_variable_any callback_condition;
};
} // namespace Service::android