nvflinger.cpp 9.8 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 "common/settings.h"
  11. #include "common/thread.h"
  12. #include "core/core.h"
  13. #include "core/core_timing.h"
  14. #include "core/core_timing_util.h"
  15. #include "core/hardware_properties.h"
  16. #include "core/hle/kernel/k_readable_event.h"
  17. #include "core/hle/kernel/kernel.h"
  18. #include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
  19. #include "core/hle/service/nvdrv/nvdrv.h"
  20. #include "core/hle/service/nvflinger/buffer_queue.h"
  21. #include "core/hle/service/nvflinger/nvflinger.h"
  22. #include "core/hle/service/vi/display/vi_display.h"
  23. #include "core/hle/service/vi/layer/vi_layer.h"
  24. #include "core/perf_stats.h"
  25. #include "video_core/renderer_base.h"
  26. namespace Service::NVFlinger {
  27. constexpr auto frame_ns = std::chrono::nanoseconds{1000000000 / 60};
  28. void NVFlinger::VSyncThread(NVFlinger& nv_flinger) {
  29. nv_flinger.SplitVSync();
  30. }
  31. void NVFlinger::SplitVSync() {
  32. system.RegisterHostThread();
  33. std::string name = "yuzu:VSyncThread";
  34. MicroProfileOnThreadCreate(name.c_str());
  35. // Cleanup
  36. SCOPE_EXIT({ MicroProfileOnThreadExit(); });
  37. Common::SetCurrentThreadName(name.c_str());
  38. Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
  39. s64 delay = 0;
  40. while (is_running) {
  41. guard->lock();
  42. const s64 time_start = system.CoreTiming().GetGlobalTimeNs().count();
  43. Compose();
  44. const auto ticks = GetNextTicks();
  45. const s64 time_end = system.CoreTiming().GetGlobalTimeNs().count();
  46. const s64 time_passed = time_end - time_start;
  47. const s64 next_time = std::max<s64>(0, ticks - time_passed - delay);
  48. guard->unlock();
  49. if (next_time > 0) {
  50. wait_event->WaitFor(std::chrono::nanoseconds{next_time});
  51. }
  52. delay = (system.CoreTiming().GetGlobalTimeNs().count() - time_end) - next_time;
  53. }
  54. }
  55. NVFlinger::NVFlinger(Core::System& system_)
  56. : system(system_), service_context(system_, "nvflinger") {
  57. displays.emplace_back(0, "Default", service_context, system);
  58. displays.emplace_back(1, "External", service_context, system);
  59. displays.emplace_back(2, "Edid", service_context, system);
  60. displays.emplace_back(3, "Internal", service_context, system);
  61. displays.emplace_back(4, "Null", service_context, system);
  62. guard = std::make_shared<std::mutex>();
  63. // Schedule the screen composition events
  64. composition_event = Core::Timing::CreateEvent(
  65. "ScreenComposition", [this](std::uintptr_t, std::chrono::nanoseconds ns_late) {
  66. const auto lock_guard = Lock();
  67. Compose();
  68. const auto ticks = std::chrono::nanoseconds{GetNextTicks()};
  69. const auto ticks_delta = ticks - ns_late;
  70. const auto future_ns = std::max(std::chrono::nanoseconds::zero(), ticks_delta);
  71. this->system.CoreTiming().ScheduleEvent(future_ns, composition_event);
  72. });
  73. if (system.IsMulticore()) {
  74. is_running = true;
  75. wait_event = std::make_unique<Common::Event>();
  76. vsync_thread = std::make_unique<std::thread>(VSyncThread, std::ref(*this));
  77. } else {
  78. system.CoreTiming().ScheduleEvent(frame_ns, composition_event);
  79. }
  80. }
  81. NVFlinger::~NVFlinger() {
  82. for (auto& buffer_queue : buffer_queues) {
  83. buffer_queue->Disconnect();
  84. }
  85. if (system.IsMulticore()) {
  86. is_running = false;
  87. wait_event->Set();
  88. vsync_thread->join();
  89. vsync_thread.reset();
  90. wait_event.reset();
  91. } else {
  92. system.CoreTiming().UnscheduleEvent(composition_event, 0);
  93. }
  94. }
  95. void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
  96. nvdrv = std::move(instance);
  97. }
  98. std::optional<u64> NVFlinger::OpenDisplay(std::string_view name) {
  99. const auto lock_guard = Lock();
  100. LOG_DEBUG(Service, "Opening \"{}\" display", name);
  101. // TODO(Subv): Currently we only support the Default display.
  102. ASSERT(name == "Default");
  103. const auto itr =
  104. std::find_if(displays.begin(), displays.end(),
  105. [&](const VI::Display& display) { return display.GetName() == name; });
  106. if (itr == displays.end()) {
  107. return std::nullopt;
  108. }
  109. return itr->GetID();
  110. }
  111. std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
  112. const auto lock_guard = Lock();
  113. auto* const display = FindDisplay(display_id);
  114. if (display == nullptr) {
  115. return std::nullopt;
  116. }
  117. const u64 layer_id = next_layer_id++;
  118. CreateLayerAtId(*display, layer_id);
  119. return layer_id;
  120. }
  121. void NVFlinger::CreateLayerAtId(VI::Display& display, u64 layer_id) {
  122. const u32 buffer_queue_id = next_buffer_queue_id++;
  123. buffer_queues.emplace_back(
  124. std::make_unique<BufferQueue>(system.Kernel(), buffer_queue_id, layer_id, service_context));
  125. display.CreateLayer(layer_id, *buffer_queues.back());
  126. }
  127. void NVFlinger::CloseLayer(u64 layer_id) {
  128. const auto lock_guard = Lock();
  129. for (auto& display : displays) {
  130. display.CloseLayer(layer_id);
  131. }
  132. }
  133. std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) {
  134. const auto lock_guard = Lock();
  135. const auto* const layer = FindOrCreateLayer(display_id, layer_id);
  136. if (layer == nullptr) {
  137. return std::nullopt;
  138. }
  139. return layer->GetBufferQueue().GetId();
  140. }
  141. Kernel::KReadableEvent* NVFlinger::FindVsyncEvent(u64 display_id) {
  142. const auto lock_guard = Lock();
  143. auto* const display = FindDisplay(display_id);
  144. if (display == nullptr) {
  145. return nullptr;
  146. }
  147. return &display->GetVSyncEvent();
  148. }
  149. BufferQueue* NVFlinger::FindBufferQueue(u32 id) {
  150. const auto lock_guard = Lock();
  151. const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
  152. [id](const auto& queue) { return queue->GetId() == id; });
  153. if (itr == buffer_queues.end()) {
  154. return nullptr;
  155. }
  156. return itr->get();
  157. }
  158. VI::Display* NVFlinger::FindDisplay(u64 display_id) {
  159. const auto itr =
  160. std::find_if(displays.begin(), displays.end(),
  161. [&](const VI::Display& display) { return display.GetID() == display_id; });
  162. if (itr == displays.end()) {
  163. return nullptr;
  164. }
  165. return &*itr;
  166. }
  167. const VI::Display* NVFlinger::FindDisplay(u64 display_id) const {
  168. const auto itr =
  169. std::find_if(displays.begin(), displays.end(),
  170. [&](const VI::Display& display) { return display.GetID() == display_id; });
  171. if (itr == displays.end()) {
  172. return nullptr;
  173. }
  174. return &*itr;
  175. }
  176. VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
  177. auto* const display = FindDisplay(display_id);
  178. if (display == nullptr) {
  179. return nullptr;
  180. }
  181. return display->FindLayer(layer_id);
  182. }
  183. const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
  184. const auto* const display = FindDisplay(display_id);
  185. if (display == nullptr) {
  186. return nullptr;
  187. }
  188. return display->FindLayer(layer_id);
  189. }
  190. VI::Layer* NVFlinger::FindOrCreateLayer(u64 display_id, u64 layer_id) {
  191. auto* const display = FindDisplay(display_id);
  192. if (display == nullptr) {
  193. return nullptr;
  194. }
  195. auto* layer = display->FindLayer(layer_id);
  196. if (layer == nullptr) {
  197. LOG_DEBUG(Service, "Layer at id {} not found. Trying to create it.", layer_id);
  198. CreateLayerAtId(*display, layer_id);
  199. return display->FindLayer(layer_id);
  200. }
  201. return layer;
  202. }
  203. void NVFlinger::Compose() {
  204. for (auto& display : displays) {
  205. // Trigger vsync for this display at the end of drawing
  206. SCOPE_EXIT({ display.SignalVSyncEvent(); });
  207. // Don't do anything for displays without layers.
  208. if (!display.HasLayers())
  209. continue;
  210. // TODO(Subv): Support more than 1 layer.
  211. VI::Layer& layer = display.GetLayer(0);
  212. auto& buffer_queue = layer.GetBufferQueue();
  213. // Search for a queued buffer and acquire it
  214. auto buffer = buffer_queue.AcquireBuffer();
  215. if (!buffer) {
  216. continue;
  217. }
  218. const auto& igbp_buffer = buffer->get().igbp_buffer;
  219. if (!system.IsPoweredOn()) {
  220. return; // We are likely shutting down
  221. }
  222. auto& gpu = system.GPU();
  223. const auto& multi_fence = buffer->get().multi_fence;
  224. guard->unlock();
  225. for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
  226. const auto& fence = multi_fence.fences[fence_id];
  227. gpu.WaitFence(fence.id, fence.value);
  228. }
  229. guard->lock();
  230. MicroProfileFlip();
  231. // Now send the buffer to the GPU for drawing.
  232. // TODO(Subv): Support more than just disp0. The display device selection is probably based
  233. // on which display we're drawing (Default, Internal, External, etc)
  234. auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>("/dev/nvdisp_disp0");
  235. ASSERT(nvdisp);
  236. nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format,
  237. igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride,
  238. buffer->get().transform, buffer->get().crop_rect);
  239. swap_interval = buffer->get().swap_interval;
  240. buffer_queue.ReleaseBuffer(buffer->get().slot);
  241. }
  242. }
  243. s64 NVFlinger::GetNextTicks() const {
  244. static constexpr s64 max_hertz = 120LL;
  245. const auto& settings = Settings::values;
  246. const bool unlocked_fps = settings.disable_fps_limit.GetValue();
  247. const s64 fps_cap = unlocked_fps ? static_cast<s64>(settings.fps_cap.GetValue()) : 1;
  248. return (1000000000 * (1LL << swap_interval)) / (max_hertz * fps_cap);
  249. }
  250. } // namespace Service::NVFlinger