nvflinger.cpp 7.0 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>(Core::Timing::BASE_CLOCK_RATE / SCREEN_REFRESH_RATE);
  25. NVFlinger::NVFlinger() {
  26. // Schedule the screen composition events
  27. composition_event =
  28. Core::Timing::RegisterEvent("ScreenComposition", [this](u64 userdata, int cycles_late) {
  29. Compose();
  30. Core::Timing::ScheduleEvent(frame_ticks - cycles_late, composition_event);
  31. });
  32. Core::Timing::ScheduleEvent(frame_ticks, composition_event);
  33. }
  34. NVFlinger::~NVFlinger() {
  35. Core::Timing::UnscheduleEvent(composition_event, 0);
  36. }
  37. void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
  38. nvdrv = std::move(instance);
  39. }
  40. std::optional<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. if (itr == displays.end()) {
  47. return {};
  48. }
  49. return itr->id;
  50. }
  51. std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
  52. auto* const display = FindDisplay(display_id);
  53. if (display == nullptr) {
  54. return {};
  55. }
  56. ASSERT_MSG(display->layers.empty(), "Only one layer is supported per display at the moment");
  57. const u64 layer_id = next_layer_id++;
  58. const u32 buffer_queue_id = next_buffer_queue_id++;
  59. auto buffer_queue = std::make_shared<BufferQueue>(buffer_queue_id, layer_id);
  60. display->layers.emplace_back(layer_id, buffer_queue);
  61. buffer_queues.emplace_back(std::move(buffer_queue));
  62. return layer_id;
  63. }
  64. std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) const {
  65. const auto* const layer = FindLayer(display_id, layer_id);
  66. if (layer == nullptr) {
  67. return {};
  68. }
  69. return layer->buffer_queue->GetId();
  70. }
  71. Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::FindVsyncEvent(u64 display_id) const {
  72. auto* const display = FindDisplay(display_id);
  73. if (display == nullptr) {
  74. return nullptr;
  75. }
  76. return display->vsync_event.readable;
  77. }
  78. std::shared_ptr<BufferQueue> NVFlinger::FindBufferQueue(u32 id) const {
  79. const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
  80. [&](const auto& queue) { return queue->GetId() == id; });
  81. ASSERT(itr != buffer_queues.end());
  82. return *itr;
  83. }
  84. Display* NVFlinger::FindDisplay(u64 display_id) {
  85. const auto itr = std::find_if(displays.begin(), displays.end(),
  86. [&](const Display& display) { return display.id == display_id; });
  87. if (itr == displays.end()) {
  88. return nullptr;
  89. }
  90. return &*itr;
  91. }
  92. const Display* NVFlinger::FindDisplay(u64 display_id) const {
  93. const auto itr = std::find_if(displays.begin(), displays.end(),
  94. [&](const Display& display) { return display.id == display_id; });
  95. if (itr == displays.end()) {
  96. return nullptr;
  97. }
  98. return &*itr;
  99. }
  100. Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
  101. auto* const display = FindDisplay(display_id);
  102. if (display == nullptr) {
  103. return nullptr;
  104. }
  105. const auto itr = std::find_if(display->layers.begin(), display->layers.end(),
  106. [&](const Layer& layer) { return layer.id == layer_id; });
  107. if (itr == display->layers.end()) {
  108. return nullptr;
  109. }
  110. return &*itr;
  111. }
  112. const Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
  113. const auto* const display = FindDisplay(display_id);
  114. if (display == nullptr) {
  115. return nullptr;
  116. }
  117. const auto itr = std::find_if(display->layers.begin(), display->layers.end(),
  118. [&](const Layer& layer) { return layer.id == layer_id; });
  119. if (itr == display->layers.end()) {
  120. return nullptr;
  121. }
  122. return &*itr;
  123. }
  124. void NVFlinger::Compose() {
  125. for (auto& display : displays) {
  126. // Trigger vsync for this display at the end of drawing
  127. SCOPE_EXIT({ display.vsync_event.writable->Signal(); });
  128. // Don't do anything for displays without layers.
  129. if (display.layers.empty())
  130. continue;
  131. // TODO(Subv): Support more than 1 layer.
  132. ASSERT_MSG(display.layers.size() == 1, "Max 1 layer per display is supported");
  133. Layer& layer = display.layers[0];
  134. auto& buffer_queue = layer.buffer_queue;
  135. // Search for a queued buffer and acquire it
  136. auto buffer = buffer_queue->AcquireBuffer();
  137. MicroProfileFlip();
  138. if (!buffer) {
  139. auto& system_instance = Core::System::GetInstance();
  140. // There was no queued buffer to draw, render previous frame
  141. system_instance.GetPerfStats().EndGameFrame();
  142. system_instance.Renderer().SwapBuffers({});
  143. continue;
  144. }
  145. const auto& igbp_buffer = buffer->get().igbp_buffer;
  146. // Now send the buffer to the GPU for drawing.
  147. // TODO(Subv): Support more than just disp0. The display device selection is probably based
  148. // on which display we're drawing (Default, Internal, External, etc)
  149. auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>("/dev/nvdisp_disp0");
  150. ASSERT(nvdisp);
  151. nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format,
  152. igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride,
  153. buffer->get().transform, buffer->get().crop_rect);
  154. buffer_queue->ReleaseBuffer(buffer->get().slot);
  155. }
  156. }
  157. Layer::Layer(u64 id, std::shared_ptr<BufferQueue> queue) : id(id), buffer_queue(std::move(queue)) {}
  158. Layer::~Layer() = default;
  159. Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
  160. auto& kernel = Core::System::GetInstance().Kernel();
  161. vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky,
  162. fmt::format("Display VSync Event {}", id));
  163. }
  164. Display::~Display() = default;
  165. } // namespace Service::NVFlinger