Surface Flinger: Fix an oversight when closing a layer (#2192)

* Surface Flinger: Fix an oversight when closing a layer

As the title say.
I also took the liberty of changing the logic on how we select the
current layer being rendered to make it more explicit when opening and
creating layers.

NOTE: Found by Ac_k.

* check for RenderLayerId and not the dictionary size

This fix a possible race condition between the time you create a layer and set the one currently used for rendering
This commit is contained in:
Mary 2021-04-13 02:56:16 +02:00 committed by GitHub
parent 5cb83293bc
commit 73881fad19
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 38 additions and 9 deletions

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@ -218,6 +218,7 @@ namespace Ryujinx.HLE.HOS.Services.Am.AppletAE.AllSystemAppletProxiesService.Sys
public ResultCode CreateManagedDisplayLayer(ServiceCtx context)
{
context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long layerId);
context.Device.System.SurfaceFlinger.SetRenderLayer(layerId);
context.ResponseData.Write(layerId);
@ -228,9 +229,9 @@ namespace Ryujinx.HLE.HOS.Services.Am.AppletAE.AllSystemAppletProxiesService.Sys
// CreateManagedDisplaySeparableLayer() -> (u64, u64)
public ResultCode CreateManagedDisplaySeparableLayer(ServiceCtx context)
{
// NOTE: first create the recoding layer and then the display one because right now Surface Flinger only use the last id.
context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long recordingLayerId);
context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long displayLayerId);
context.Device.System.SurfaceFlinger.CreateLayer(_pid, out long recordingLayerId);
context.Device.System.SurfaceFlinger.SetRenderLayer(displayLayerId);
context.ResponseData.Write(displayLayerId);
context.ResponseData.Write(recordingLayerId);