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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include <optional>
#include <boost/container/small_vector.hpp>
#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
#include "core/hle/service/nvnflinger/buffer_item.h"
#include "core/hle/service/nvnflinger/buffer_item_consumer.h"
#include "core/hle/service/nvnflinger/hardware_composer.h"
#include "core/hle/service/nvnflinger/hwc_layer.h"
#include "core/hle/service/nvnflinger/ui/graphic_buffer.h"
namespace Service::Nvnflinger {
namespace {
s32 NormalizeSwapInterval(f32* out_speed_scale, s32 swap_interval) {
if (swap_interval <= 0) {
// As an extension, treat nonpositive swap interval as speed multiplier.
if (out_speed_scale) {
*out_speed_scale = 2.f * static_cast<f32>(1 - swap_interval);
}
swap_interval = 1;
}
if (swap_interval >= 5) {
// As an extension, treat high swap interval as precise speed control.
if (out_speed_scale) {
*out_speed_scale = static_cast<f32>(swap_interval) / 100.f;
}
swap_interval = 1;
}
return swap_interval;
}
} // namespace
HardwareComposer::HardwareComposer() = default;
HardwareComposer::~HardwareComposer() = default;
u32 HardwareComposer::ComposeLocked(f32* out_speed_scale, Display& display,
Nvidia::Devices::nvdisp_disp0& nvdisp) {
#if BOOST_VERSION >= 108100 || __GNUC__ > 12
boost::container::small_vector<HwcLayer, 2> composition_stack;
#else //TODO: debian stable
std::vector<HwcLayer> composition_stack;
#endif
// Set default speed limit to 100%.
*out_speed_scale = 1.0f;
// If no layers are visible, skip the logic. Acquiring and holding buffers here would
// consume the producer's queue without ever presenting.
bool any_visible = false;
for (auto& layer : display.stack.layers) {
if (layer->visible) {
any_visible = true;
break;
}
}
if (!any_visible) {
return 1;
}
// Wait for the previous composite, bounding the number of in-flight composites.
nvdisp.WaitForComposite();
// Determine the number of vsync periods to wait before composing again.
std::optional<s32> swap_interval{};
bool has_acquired_buffer{};
// Acquire all necessary framebuffers.
for (auto& layer : display.stack.layers) {
auto consumer_id = layer->consumer_id;
bool should_try_acquire = true;
if (!layer->is_overlay) {
auto fb_it = m_framebuffers.find(consumer_id);
if (fb_it != m_framebuffers.end() && fb_it->second.is_acquired) {
const u64 frames_since_last_acquire = m_frame_number - fb_it->second.last_acquire_frame;
const s32 expected_interval = NormalizeSwapInterval(nullptr, fb_it->second.item.swap_interval);
if (frames_since_last_acquire < static_cast<u64>(expected_interval)) {
should_try_acquire = false;
}
}
}
// Try to fetch the framebuffer (either new or stale).
const auto result = should_try_acquire
? this->CacheFramebufferLocked(*layer, consumer_id)
: (m_framebuffers.find(consumer_id) != m_framebuffers.end() && m_framebuffers[consumer_id].is_acquired
? CacheStatus::CachedBufferReused
: CacheStatus::NoBufferAvailable);
// If we failed, skip this layer.
if (result == CacheStatus::NoBufferAvailable) {
continue;
}
// If we acquired a new buffer, we need to present.
if (result == CacheStatus::BufferAcquired) {
has_acquired_buffer = true;
}
const auto& buffer = m_framebuffers[consumer_id];
const auto& item = buffer.item;
const auto& igbp_buffer = *item.graphic_buffer;
if (layer->visible) {
composition_stack.emplace_back(HwcLayer{
.buffer_handle = igbp_buffer.BufferId(),
.offset = igbp_buffer.Offset(),
.format = igbp_buffer.ExternalFormat(),
.width = igbp_buffer.Width(),
.height = igbp_buffer.Height(),
.stride = igbp_buffer.Stride(),
.z_index = layer->z_index,
.blending = layer->blending,
.transform = static_cast<android::BufferTransformFlags>(item.transform),
.crop_rect = item.crop,
.acquire_fence = item.fence,
.layer_stack_mask = layer->layer_stack_mask,
});
}
// Overlay layers run at their own framerate independently of the game.
// Skip them when calculating the swap interval for the main game.
if (layer->is_overlay) {
continue;
}
// We need to compose again either before this frame is supposed to
// be released, or exactly on the vsync period it should be released.
const s32 item_swap_interval = NormalizeSwapInterval(out_speed_scale, item.swap_interval);
// TODO: handle cases where swap intervals are relatively prime. So far,
// only swap intervals of 0, 1 and 2 have been observed, but if 3 were
// to be introduced, this would cause an issue.
if (swap_interval) {
swap_interval = (std::min)(*swap_interval, item_swap_interval);
} else {
swap_interval = item_swap_interval;
}
}
// If any new buffers were acquired, we can present.
if (has_acquired_buffer && !composition_stack.empty()) {
// Sort back-to-front: lower z first, higher z last so top-most draws last (on top).
std::stable_sort(composition_stack.begin(), composition_stack.end(),
[&](const HwcLayer& l, const HwcLayer& r) { return l.z_index < r.z_index; });
// Composite.
nvdisp.Composite(composition_stack);
}
// Advance by 1 frame (60 FPS compositing)
m_frame_number += 1;
// Release framebuffers once the frame has been handed to the compositor. This happens
// within the same vsync period as the acquire (release_frame_number is checked against
// the advanced counter), so the producer gets its buffers back immediately instead of
// losing a queue slot for a whole frame.
// TODO: support release fences; releasing before the composite has finished can tear.
this->ReleaseFramebuffersLocked(display);
return 1;
}
void HardwareComposer::ReleaseFramebuffersLocked(Display& display) {
for (auto& [layer_id, framebuffer] : m_framebuffers) {
if (!framebuffer.is_acquired) {
continue;
}
const auto layer = display.stack.FindLayer(layer_id);
if (!layer) {
continue;
}
if (!layer->is_overlay && framebuffer.release_frame_number > m_frame_number) {
continue;
}
layer->buffer_item_consumer->ReleaseBuffer(framebuffer.item, android::Fence::NoFence());
framebuffer.is_acquired = false;
}
}
void HardwareComposer::RemoveLayerLocked(Display& display, ConsumerId consumer_id) {
// Check if we are tracking a slot with this consumer_id.
const auto it = m_framebuffers.find(consumer_id);
if (it == m_framebuffers.end()) {
return;
}
// Try to release the buffer item.
const auto layer = display.stack.FindLayer(consumer_id);
if (layer && it->second.is_acquired) {
layer->buffer_item_consumer->ReleaseBuffer(it->second.item, android::Fence::NoFence());
}
// Erase the slot.
m_framebuffers.erase(it);
}
bool HardwareComposer::TryAcquireFramebufferLocked(Layer& layer, Framebuffer& framebuffer) {
// Attempt the update.
const auto status = layer.buffer_item_consumer->AcquireBuffer(&framebuffer.item, {}, false);
if (status != android::Status::NoError) {
return false;
}
// We succeeded, so set the new release frame info.
const s32 swap_interval = layer.is_overlay ? 1 : NormalizeSwapInterval(nullptr, framebuffer.item.swap_interval);
framebuffer.release_frame_number = m_frame_number + swap_interval;
framebuffer.last_acquire_frame = m_frame_number;
framebuffer.is_acquired = true;
return true;
}
HardwareComposer::CacheStatus HardwareComposer::CacheFramebufferLocked(Layer& layer,
ConsumerId consumer_id) {
// Check if this framebuffer is already present.
const auto it = m_framebuffers.find(consumer_id);
if (it != m_framebuffers.end()) {
// If it's currently still acquired, we are done.
if (it->second.is_acquired) {
return CacheStatus::CachedBufferReused;
}
// Try to acquire a new item.
if (this->TryAcquireFramebufferLocked(layer, it->second)) {
// We got a new item.
return CacheStatus::BufferAcquired;
} else {
// We didn't acquire a new item, but we can reuse the slot.
return CacheStatus::CachedBufferReused;
}
}
// Framebuffer is not present, so try to create it.
Framebuffer framebuffer{};
if (this->TryAcquireFramebufferLocked(layer, framebuffer)) {
// Move the buffer item into a new slot.
m_framebuffers.emplace(consumer_id, std::move(framebuffer));
// We succeeded.
return CacheStatus::BufferAcquired;
}
// We couldn't acquire the buffer item, so don't create a slot.
return CacheStatus::NoBufferAvailable;
}
} // namespace Service::Nvnflinger
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