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