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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@ -7,6 +7,7 @@ using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvMap;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
@ -36,7 +37,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
private readonly object Lock = new object();
public long LastId { get; private set; }
public long RenderLayerId { get; private set; }
private class Layer
{
@ -57,7 +58,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
{
_device = device;
_layers = new Dictionary<long, Layer>();
LastId = 0;
RenderLayerId = 0;
_composerThread = new Thread(HandleComposition)
{
@ -150,8 +151,6 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
Core = core,
Owner = pid
});
LastId = layerId;
}
}
@ -166,7 +165,31 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
HOSBinderDriverServer.UnregisterBinderObject(layer.ProducerBinderId);
}
return _layers.Remove(layerId);
bool removed = _layers.Remove(layerId);
// If the layer was removed and the current in use, we need to change the current layer in use.
if (removed && RenderLayerId == layerId)
{
// If no layer is availaible, reset to default value.
if (_layers.Count == 0)
{
SetRenderLayer(0);
}
else
{
SetRenderLayer(_layers.Last().Key);
}
}
return removed;
}
}
public void SetRenderLayer(long layerId)
{
lock (Lock)
{
RenderLayerId = layerId;
}
}
@ -263,12 +286,12 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
lock (Lock)
{
// TODO: support multilayers (& multidisplay ?)
if (_layers.Count == 0)
if (RenderLayerId == 0)
{
return;
}
Layer layer = GetLayerByIdLocked(LastId);
Layer layer = GetLayerByIdLocked(RenderLayerId);
Status acquireStatus = layer.Consumer.AcquireBuffer(out BufferItem item, 0);