nvflinger.cpp 6.8 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/service/nvdrv/devices/nvdisp_disp0.h"
  16. #include "core/hle/service/nvdrv/nvdrv.h"
  17. #include "core/hle/service/nvflinger/buffer_queue.h"
  18. #include "core/hle/service/nvflinger/nvflinger.h"
  19. #include "core/hle/service/vi/display/vi_display.h"
  20. #include "core/hle/service/vi/layer/vi_layer.h"
  21. #include "core/perf_stats.h"
  22. #include "core/settings.h"
  23. #include "video_core/renderer_base.h"
  24. namespace Service::NVFlinger {
  25. constexpr s64 frame_ticks = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 60);
  26. constexpr s64 frame_ticks_30fps = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 30);
  27. NVFlinger::NVFlinger(Core::System& system) : system(system) {
  28. displays.emplace_back(0, "Default", system);
  29. displays.emplace_back(1, "External", system);
  30. displays.emplace_back(2, "Edid", system);
  31. displays.emplace_back(3, "Internal", system);
  32. displays.emplace_back(4, "Null", system);
  33. // Schedule the screen composition events
  34. composition_event = system.CoreTiming().RegisterEvent(
  35. "ScreenComposition", [this](u64 userdata, s64 cycles_late) {
  36. Compose();
  37. const auto ticks =
  38. Settings::values.force_30fps_mode ? frame_ticks_30fps : GetNextTicks();
  39. this->system.CoreTiming().ScheduleEvent(std::max<s64>(0LL, ticks - cycles_late),
  40. composition_event);
  41. });
  42. system.CoreTiming().ScheduleEvent(frame_ticks, composition_event);
  43. }
  44. NVFlinger::~NVFlinger() {
  45. system.CoreTiming().UnscheduleEvent(composition_event, 0);
  46. }
  47. void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
  48. nvdrv = std::move(instance);
  49. }
  50. std::optional<u64> NVFlinger::OpenDisplay(std::string_view name) {
  51. LOG_DEBUG(Service, "Opening \"{}\" display", name);
  52. // TODO(Subv): Currently we only support the Default display.
  53. ASSERT(name == "Default");
  54. const auto itr =
  55. std::find_if(displays.begin(), displays.end(),
  56. [&](const VI::Display& display) { return display.GetName() == name; });
  57. if (itr == displays.end()) {
  58. return {};
  59. }
  60. return itr->GetID();
  61. }
  62. std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
  63. auto* const display = FindDisplay(display_id);
  64. if (display == nullptr) {
  65. return {};
  66. }
  67. const u64 layer_id = next_layer_id++;
  68. const u32 buffer_queue_id = next_buffer_queue_id++;
  69. buffer_queues.emplace_back(buffer_queue_id, layer_id);
  70. display->CreateLayer(layer_id, buffer_queues.back());
  71. return layer_id;
  72. }
  73. std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) const {
  74. const auto* const layer = FindLayer(display_id, layer_id);
  75. if (layer == nullptr) {
  76. return {};
  77. }
  78. return layer->GetBufferQueue().GetId();
  79. }
  80. Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::FindVsyncEvent(u64 display_id) const {
  81. auto* const display = FindDisplay(display_id);
  82. if (display == nullptr) {
  83. return nullptr;
  84. }
  85. return display->GetVSyncEvent();
  86. }
  87. BufferQueue& NVFlinger::FindBufferQueue(u32 id) {
  88. const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
  89. [id](const auto& queue) { return queue.GetId() == id; });
  90. ASSERT(itr != buffer_queues.end());
  91. return *itr;
  92. }
  93. const BufferQueue& NVFlinger::FindBufferQueue(u32 id) const {
  94. const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
  95. [id](const auto& queue) { return queue.GetId() == id; });
  96. ASSERT(itr != buffer_queues.end());
  97. return *itr;
  98. }
  99. VI::Display* NVFlinger::FindDisplay(u64 display_id) {
  100. const auto itr =
  101. std::find_if(displays.begin(), displays.end(),
  102. [&](const VI::Display& display) { return display.GetID() == display_id; });
  103. if (itr == displays.end()) {
  104. return nullptr;
  105. }
  106. return &*itr;
  107. }
  108. const VI::Display* NVFlinger::FindDisplay(u64 display_id) const {
  109. const auto itr =
  110. std::find_if(displays.begin(), displays.end(),
  111. [&](const VI::Display& display) { return display.GetID() == display_id; });
  112. if (itr == displays.end()) {
  113. return nullptr;
  114. }
  115. return &*itr;
  116. }
  117. VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
  118. auto* const display = FindDisplay(display_id);
  119. if (display == nullptr) {
  120. return nullptr;
  121. }
  122. return display->FindLayer(layer_id);
  123. }
  124. const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
  125. const auto* const display = FindDisplay(display_id);
  126. if (display == nullptr) {
  127. return nullptr;
  128. }
  129. return display->FindLayer(layer_id);
  130. }
  131. void NVFlinger::Compose() {
  132. for (auto& display : displays) {
  133. // Trigger vsync for this display at the end of drawing
  134. SCOPE_EXIT({ display.SignalVSyncEvent(); });
  135. // Don't do anything for displays without layers.
  136. if (!display.HasLayers())
  137. continue;
  138. // TODO(Subv): Support more than 1 layer.
  139. VI::Layer& layer = display.GetLayer(0);
  140. auto& buffer_queue = layer.GetBufferQueue();
  141. // Search for a queued buffer and acquire it
  142. auto buffer = buffer_queue.AcquireBuffer();
  143. MicroProfileFlip();
  144. if (!buffer) {
  145. // There was no queued buffer to draw, render previous frame
  146. system.GetPerfStats().EndGameFrame();
  147. system.GPU().SwapBuffers({});
  148. continue;
  149. }
  150. const auto& igbp_buffer = buffer->get().igbp_buffer;
  151. // Now send the buffer to the GPU for drawing.
  152. // TODO(Subv): Support more than just disp0. The display device selection is probably based
  153. // on which display we're drawing (Default, Internal, External, etc)
  154. auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>("/dev/nvdisp_disp0");
  155. ASSERT(nvdisp);
  156. nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format,
  157. igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride,
  158. buffer->get().transform, buffer->get().crop_rect);
  159. swap_interval = buffer->get().swap_interval;
  160. buffer_queue.ReleaseBuffer(buffer->get().slot);
  161. }
  162. }
  163. s64 NVFlinger::GetNextTicks() const {
  164. constexpr s64 max_hertz = 120LL;
  165. return (Core::Timing::BASE_CLOCK_RATE * (1LL << swap_interval)) / max_hertz;
  166. }
  167. } // namespace Service::NVFlinger