nvflinger.cpp 5.8 KB

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  1. // Copyright 2018 yuzu emulator team
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <optional>
  6. #include "common/assert.h"
  7. #include "common/logging/log.h"
  8. #include "common/microprofile.h"
  9. #include "common/scope_exit.h"
  10. #include "core/core.h"
  11. #include "core/core_timing.h"
  12. #include "core/core_timing_util.h"
  13. #include "core/hle/kernel/kernel.h"
  14. #include "core/hle/kernel/readable_event.h"
  15. #include "core/hle/kernel/writable_event.h"
  16. #include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
  17. #include "core/hle/service/nvdrv/nvdrv.h"
  18. #include "core/hle/service/nvflinger/buffer_queue.h"
  19. #include "core/hle/service/nvflinger/nvflinger.h"
  20. #include "core/perf_stats.h"
  21. #include "video_core/renderer_base.h"
  22. namespace Service::NVFlinger {
  23. constexpr std::size_t SCREEN_REFRESH_RATE = 60;
  24. constexpr u64 frame_ticks = static_cast<u64>(CoreTiming::BASE_CLOCK_RATE / SCREEN_REFRESH_RATE);
  25. NVFlinger::NVFlinger() {
  26. // Schedule the screen composition events
  27. composition_event =
  28. CoreTiming::RegisterEvent("ScreenComposition", [this](u64 userdata, int cycles_late) {
  29. Compose();
  30. CoreTiming::ScheduleEvent(frame_ticks - cycles_late, composition_event);
  31. });
  32. CoreTiming::ScheduleEvent(frame_ticks, composition_event);
  33. }
  34. NVFlinger::~NVFlinger() {
  35. CoreTiming::UnscheduleEvent(composition_event, 0);
  36. }
  37. void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
  38. nvdrv = std::move(instance);
  39. }
  40. u64 NVFlinger::OpenDisplay(std::string_view name) {
  41. LOG_DEBUG(Service, "Opening \"{}\" display", name);
  42. // TODO(Subv): Currently we only support the Default display.
  43. ASSERT(name == "Default");
  44. const auto itr = std::find_if(displays.begin(), displays.end(),
  45. [&](const Display& display) { return display.name == name; });
  46. ASSERT(itr != displays.end());
  47. return itr->id;
  48. }
  49. u64 NVFlinger::CreateLayer(u64 display_id) {
  50. auto& display = FindDisplay(display_id);
  51. ASSERT_MSG(display.layers.empty(), "Only one layer is supported per display at the moment");
  52. const u64 layer_id = next_layer_id++;
  53. const u32 buffer_queue_id = next_buffer_queue_id++;
  54. auto buffer_queue = std::make_shared<BufferQueue>(buffer_queue_id, layer_id);
  55. display.layers.emplace_back(layer_id, buffer_queue);
  56. buffer_queues.emplace_back(std::move(buffer_queue));
  57. return layer_id;
  58. }
  59. u32 NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) {
  60. const auto& layer = FindLayer(display_id, layer_id);
  61. return layer.buffer_queue->GetId();
  62. }
  63. Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::GetVsyncEvent(u64 display_id) {
  64. return FindDisplay(display_id).vsync_event.readable;
  65. }
  66. std::shared_ptr<BufferQueue> NVFlinger::FindBufferQueue(u32 id) const {
  67. const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
  68. [&](const auto& queue) { return queue->GetId() == id; });
  69. ASSERT(itr != buffer_queues.end());
  70. return *itr;
  71. }
  72. Display& NVFlinger::FindDisplay(u64 display_id) {
  73. const auto itr = std::find_if(displays.begin(), displays.end(),
  74. [&](const Display& display) { return display.id == display_id; });
  75. ASSERT(itr != displays.end());
  76. return *itr;
  77. }
  78. Layer& NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
  79. auto& display = FindDisplay(display_id);
  80. const auto itr = std::find_if(display.layers.begin(), display.layers.end(),
  81. [&](const Layer& layer) { return layer.id == layer_id; });
  82. ASSERT(itr != display.layers.end());
  83. return *itr;
  84. }
  85. void NVFlinger::Compose() {
  86. for (auto& display : displays) {
  87. // Trigger vsync for this display at the end of drawing
  88. SCOPE_EXIT({ display.vsync_event.writable->Signal(); });
  89. // Don't do anything for displays without layers.
  90. if (display.layers.empty())
  91. continue;
  92. // TODO(Subv): Support more than 1 layer.
  93. ASSERT_MSG(display.layers.size() == 1, "Max 1 layer per display is supported");
  94. Layer& layer = display.layers[0];
  95. auto& buffer_queue = layer.buffer_queue;
  96. // Search for a queued buffer and acquire it
  97. auto buffer = buffer_queue->AcquireBuffer();
  98. MicroProfileFlip();
  99. if (!buffer) {
  100. auto& system_instance = Core::System::GetInstance();
  101. // There was no queued buffer to draw, render previous frame
  102. system_instance.GetPerfStats().EndGameFrame();
  103. system_instance.Renderer().SwapBuffers({});
  104. continue;
  105. }
  106. const auto& igbp_buffer = buffer->get().igbp_buffer;
  107. // Now send the buffer to the GPU for drawing.
  108. // TODO(Subv): Support more than just disp0. The display device selection is probably based
  109. // on which display we're drawing (Default, Internal, External, etc)
  110. auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>("/dev/nvdisp_disp0");
  111. ASSERT(nvdisp);
  112. nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format,
  113. igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride,
  114. buffer->get().transform, buffer->get().crop_rect);
  115. buffer_queue->ReleaseBuffer(buffer->get().slot);
  116. }
  117. }
  118. Layer::Layer(u64 id, std::shared_ptr<BufferQueue> queue) : id(id), buffer_queue(std::move(queue)) {}
  119. Layer::~Layer() = default;
  120. Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
  121. auto& kernel = Core::System::GetInstance().Kernel();
  122. vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky,
  123. fmt::format("Display VSync Event {}", id));
  124. }
  125. Display::~Display() = default;
  126. } // namespace Service::NVFlinger