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- // Copyright 2018 yuzu emulator team
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include <optional>
- #include "common/assert.h"
- #include "common/logging/log.h"
- #include "common/microprofile.h"
- #include "common/scope_exit.h"
- #include "core/core.h"
- #include "core/core_timing.h"
- #include "core/core_timing_util.h"
- #include "core/hle/kernel/kernel.h"
- #include "core/hle/kernel/readable_event.h"
- #include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
- #include "core/hle/service/nvdrv/nvdrv.h"
- #include "core/hle/service/nvflinger/buffer_queue.h"
- #include "core/hle/service/nvflinger/nvflinger.h"
- #include "core/hle/service/vi/display/vi_display.h"
- #include "core/hle/service/vi/layer/vi_layer.h"
- #include "core/perf_stats.h"
- #include "video_core/renderer_base.h"
- namespace Service::NVFlinger {
- constexpr std::size_t SCREEN_REFRESH_RATE = 60;
- constexpr u64 frame_ticks = static_cast<u64>(Core::Timing::BASE_CLOCK_RATE / SCREEN_REFRESH_RATE);
- NVFlinger::NVFlinger(Core::Timing::CoreTiming& core_timing) : core_timing{core_timing} {
- displays.emplace_back(0, "Default");
- displays.emplace_back(1, "External");
- displays.emplace_back(2, "Edid");
- displays.emplace_back(3, "Internal");
- displays.emplace_back(4, "Null");
- // Schedule the screen composition events
- composition_event =
- core_timing.RegisterEvent("ScreenComposition", [this](u64 userdata, int cycles_late) {
- Compose();
- this->core_timing.ScheduleEvent(frame_ticks - cycles_late, composition_event);
- });
- core_timing.ScheduleEvent(frame_ticks, composition_event);
- }
- NVFlinger::~NVFlinger() {
- core_timing.UnscheduleEvent(composition_event, 0);
- }
- void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
- nvdrv = std::move(instance);
- }
- std::optional<u64> NVFlinger::OpenDisplay(std::string_view name) {
- LOG_DEBUG(Service, "Opening \"{}\" display", name);
- // TODO(Subv): Currently we only support the Default display.
- ASSERT(name == "Default");
- const auto itr =
- std::find_if(displays.begin(), displays.end(),
- [&](const VI::Display& display) { return display.GetName() == name; });
- if (itr == displays.end()) {
- return {};
- }
- return itr->GetID();
- }
- std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
- auto* const display = FindDisplay(display_id);
- if (display == nullptr) {
- return {};
- }
- const u64 layer_id = next_layer_id++;
- const u32 buffer_queue_id = next_buffer_queue_id++;
- auto buffer_queue = std::make_shared<BufferQueue>(buffer_queue_id, layer_id);
- display->CreateLayer(layer_id, buffer_queue);
- buffer_queues.emplace_back(std::move(buffer_queue));
- return layer_id;
- }
- std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) const {
- const auto* const layer = FindLayer(display_id, layer_id);
- if (layer == nullptr) {
- return {};
- }
- return layer->GetBufferQueue().GetId();
- }
- Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::FindVsyncEvent(u64 display_id) const {
- auto* const display = FindDisplay(display_id);
- if (display == nullptr) {
- return nullptr;
- }
- return display->GetVSyncEvent();
- }
- std::shared_ptr<BufferQueue> NVFlinger::FindBufferQueue(u32 id) const {
- const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
- [&](const auto& queue) { return queue->GetId() == id; });
- ASSERT(itr != buffer_queues.end());
- return *itr;
- }
- VI::Display* NVFlinger::FindDisplay(u64 display_id) {
- const auto itr =
- std::find_if(displays.begin(), displays.end(),
- [&](const VI::Display& display) { return display.GetID() == display_id; });
- if (itr == displays.end()) {
- return nullptr;
- }
- return &*itr;
- }
- const VI::Display* NVFlinger::FindDisplay(u64 display_id) const {
- const auto itr =
- std::find_if(displays.begin(), displays.end(),
- [&](const VI::Display& display) { return display.GetID() == display_id; });
- if (itr == displays.end()) {
- return nullptr;
- }
- return &*itr;
- }
- VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
- auto* const display = FindDisplay(display_id);
- if (display == nullptr) {
- return nullptr;
- }
- return display->FindLayer(layer_id);
- }
- const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
- const auto* const display = FindDisplay(display_id);
- if (display == nullptr) {
- return nullptr;
- }
- return display->FindLayer(layer_id);
- }
- void NVFlinger::Compose() {
- for (auto& display : displays) {
- // Trigger vsync for this display at the end of drawing
- SCOPE_EXIT({ display.SignalVSyncEvent(); });
- // Don't do anything for displays without layers.
- if (!display.HasLayers())
- continue;
- // TODO(Subv): Support more than 1 layer.
- VI::Layer& layer = display.GetLayer(0);
- auto& buffer_queue = layer.GetBufferQueue();
- // Search for a queued buffer and acquire it
- auto buffer = buffer_queue.AcquireBuffer();
- MicroProfileFlip();
- if (!buffer) {
- auto& system_instance = Core::System::GetInstance();
- // There was no queued buffer to draw, render previous frame
- system_instance.GetPerfStats().EndGameFrame();
- system_instance.Renderer().SwapBuffers({});
- continue;
- }
- const auto& igbp_buffer = buffer->get().igbp_buffer;
- // Now send the buffer to the GPU for drawing.
- // TODO(Subv): Support more than just disp0. The display device selection is probably based
- // on which display we're drawing (Default, Internal, External, etc)
- auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>("/dev/nvdisp_disp0");
- ASSERT(nvdisp);
- nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format,
- igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride,
- buffer->get().transform, buffer->get().crop_rect);
- buffer_queue.ReleaseBuffer(buffer->get().slot);
- }
- }
- } // namespace Service::NVFlinger
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