mirror of https://git.suyu.dev/suyu/suyu
VI: Move BufferQueue and NVFlinger to their own folder/namespace.
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07355cf7cc
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8d7686ff8e
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "common/alignment.h"
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#include "common/scope_exit.h"
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#include "core/core_timing.h"
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#include "core/hle/service/nvflinger/buffer_queue.h"
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namespace Service {
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namespace NVFlinger {
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BufferQueue::BufferQueue(u32 id, u64 layer_id) : id(id), layer_id(layer_id) {
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native_handle = Kernel::Event::Create(Kernel::ResetType::OneShot, "BufferQueue NativeHandle");
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}
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void BufferQueue::SetPreallocatedBuffer(u32 slot, IGBPBuffer& igbp_buffer) {
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Buffer buffer{};
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buffer.slot = slot;
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buffer.igbp_buffer = igbp_buffer;
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buffer.status = Buffer::Status::Free;
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LOG_WARNING(Service, "Adding graphics buffer %u", slot);
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queue.emplace_back(buffer);
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}
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u32 BufferQueue::DequeueBuffer(u32 pixel_format, u32 width, u32 height) {
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auto itr = std::find_if(queue.begin(), queue.end(), [&](const Buffer& buffer) {
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// Only consider free buffers. Buffers become free once again after they've been Acquired
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// and Released by the compositor, see the NVFlinger::Compose method.
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if (buffer.status != Buffer::Status::Free)
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return false;
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// Make sure that the parameters match.
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auto& igbp_buffer = buffer.igbp_buffer;
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return igbp_buffer.format == pixel_format && igbp_buffer.width == width &&
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igbp_buffer.height == height;
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});
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ASSERT(itr != queue.end());
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itr->status = Buffer::Status::Dequeued;
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return itr->slot;
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}
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const IGBPBuffer& BufferQueue::RequestBuffer(u32 slot) const {
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auto itr = std::find_if(queue.begin(), queue.end(),
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[&](const Buffer& buffer) { return buffer.slot == slot; });
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ASSERT(itr != queue.end());
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ASSERT(itr->status == Buffer::Status::Dequeued);
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return itr->igbp_buffer;
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}
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void BufferQueue::QueueBuffer(u32 slot) {
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auto itr = std::find_if(queue.begin(), queue.end(),
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[&](const Buffer& buffer) { return buffer.slot == slot; });
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ASSERT(itr != queue.end());
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ASSERT(itr->status == Buffer::Status::Dequeued);
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itr->status = Buffer::Status::Queued;
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}
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boost::optional<const BufferQueue::Buffer&> BufferQueue::AcquireBuffer() {
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auto itr = std::find_if(queue.begin(), queue.end(), [](const Buffer& buffer) {
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return buffer.status == Buffer::Status::Queued;
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});
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if (itr == queue.end())
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return boost::none;
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itr->status = Buffer::Status::Acquired;
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return *itr;
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}
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void BufferQueue::ReleaseBuffer(u32 slot) {
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auto itr = std::find_if(queue.begin(), queue.end(),
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[&](const Buffer& buffer) { return buffer.slot == slot; });
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ASSERT(itr != queue.end());
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ASSERT(itr->status == Buffer::Status::Acquired);
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itr->status = Buffer::Status::Free;
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}
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u32 BufferQueue::Query(QueryType type) {
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LOG_WARNING(Service, "(STUBBED) called type=%u", static_cast<u32>(type));
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switch (type) {
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case QueryType::NativeWindowFormat:
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// TODO(Subv): Use an enum for this
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static constexpr u32 FormatABGR8 = 1;
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return FormatABGR8;
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}
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UNIMPLEMENTED();
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return 0;
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}
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} // namespace NVFlinger
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} // namespace Service
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <vector>
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#include <boost/optional.hpp>
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#include "common/swap.h"
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#include "core/hle/kernel/event.h"
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namespace CoreTiming {
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struct EventType;
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}
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namespace Service {
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namespace NVFlinger {
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struct IGBPBuffer {
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u32_le magic;
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u32_le width;
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u32_le height;
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u32_le stride;
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u32_le format;
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u32_le usage;
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INSERT_PADDING_WORDS(1);
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u32_le index;
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INSERT_PADDING_WORDS(3);
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u32_le gpu_buffer_id;
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INSERT_PADDING_WORDS(17);
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u32_le nvmap_handle;
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u32_le offset;
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INSERT_PADDING_WORDS(60);
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};
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static_assert(sizeof(IGBPBuffer) == 0x16C, "IGBPBuffer has wrong size");
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class BufferQueue final {
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public:
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enum class QueryType {
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NativeWindowWidth = 0,
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NativeWindowHeight = 1,
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NativeWindowFormat = 2,
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};
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BufferQueue(u32 id, u64 layer_id);
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~BufferQueue() = default;
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struct Buffer {
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enum class Status { Free = 0, Queued = 1, Dequeued = 2, Acquired = 3 };
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u32 slot;
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Status status = Status::Free;
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IGBPBuffer igbp_buffer;
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};
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void SetPreallocatedBuffer(u32 slot, IGBPBuffer& buffer);
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u32 DequeueBuffer(u32 pixel_format, u32 width, u32 height);
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const IGBPBuffer& RequestBuffer(u32 slot) const;
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void QueueBuffer(u32 slot);
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boost::optional<const Buffer&> AcquireBuffer();
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void ReleaseBuffer(u32 slot);
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u32 Query(QueryType type);
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u32 GetId() const {
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return id;
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}
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Kernel::SharedPtr<Kernel::Event> GetNativeHandle() const {
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return native_handle;
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}
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private:
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u32 id;
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u64 layer_id;
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std::vector<Buffer> queue;
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Kernel::SharedPtr<Kernel::Event> native_handle;
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};
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} // namespace NVFlinger
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} // namespace Service
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@ -0,0 +1,161 @@
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "common/alignment.h"
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#include "common/scope_exit.h"
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#include "core/core_timing.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvdrv/nvdrv.h"
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#include "core/hle/service/nvflinger/buffer_queue.h"
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#include "core/hle/service/nvflinger/nvflinger.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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namespace Service {
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namespace NVFlinger {
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constexpr size_t SCREEN_REFRESH_RATE = 60;
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constexpr u64 frame_ticks = static_cast<u64>(BASE_CLOCK_RATE / SCREEN_REFRESH_RATE);
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NVFlinger::NVFlinger() {
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// Add the different displays to the list of displays.
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Display default_{0, "Default"};
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Display external{1, "External"};
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Display edid{2, "Edid"};
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Display internal{3, "Internal"};
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displays.emplace_back(default_);
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displays.emplace_back(external);
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displays.emplace_back(edid);
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displays.emplace_back(internal);
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// Schedule the screen composition events
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composition_event =
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CoreTiming::RegisterEvent("ScreenCompositioin", [this](u64 userdata, int cycles_late) {
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Compose();
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CoreTiming::ScheduleEvent(frame_ticks - cycles_late, composition_event);
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});
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CoreTiming::ScheduleEvent(frame_ticks, composition_event);
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}
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NVFlinger::~NVFlinger() {
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CoreTiming::UnscheduleEvent(composition_event, 0);
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}
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u64 NVFlinger::OpenDisplay(const std::string& name) {
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LOG_WARNING(Service, "Opening display %s", name.c_str());
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// TODO(Subv): Currently we only support the Default display.
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ASSERT(name == "Default");
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auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.name == name; });
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ASSERT(itr != displays.end());
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return itr->id;
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}
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u64 NVFlinger::CreateLayer(u64 display_id) {
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auto& display = GetDisplay(display_id);
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ASSERT_MSG(display.layers.empty(), "Only one layer is supported per display at the moment");
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u64 layer_id = next_layer_id++;
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u32 buffer_queue_id = next_buffer_queue_id++;
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auto buffer_queue = std::make_shared<BufferQueue>(buffer_queue_id, layer_id);
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display.layers.emplace_back(layer_id, buffer_queue);
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buffer_queues.emplace_back(std::move(buffer_queue));
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return layer_id;
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}
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u32 NVFlinger::GetBufferQueueId(u64 display_id, u64 layer_id) {
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const auto& layer = GetLayer(display_id, layer_id);
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return layer.buffer_queue->GetId();
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}
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Kernel::SharedPtr<Kernel::Event> NVFlinger::GetVsyncEvent(u64 display_id) {
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const auto& display = GetDisplay(display_id);
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return display.vsync_event;
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}
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std::shared_ptr<BufferQueue> NVFlinger::GetBufferQueue(u32 id) const {
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auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
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[&](const auto& queue) { return queue->GetId() == id; });
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ASSERT(itr != buffer_queues.end());
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return *itr;
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}
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Display& NVFlinger::GetDisplay(u64 display_id) {
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auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.id == display_id; });
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ASSERT(itr != displays.end());
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return *itr;
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}
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Layer& NVFlinger::GetLayer(u64 display_id, u64 layer_id) {
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auto& display = GetDisplay(display_id);
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auto itr = std::find_if(display.layers.begin(), display.layers.end(),
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[&](const Layer& layer) { return layer.id == layer_id; });
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ASSERT(itr != display.layers.end());
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return *itr;
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}
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void NVFlinger::Compose() {
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for (auto& display : displays) {
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// Trigger vsync for this display at the end of drawing
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SCOPE_EXIT({ display.vsync_event->Signal(); });
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// Don't do anything for displays without layers.
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if (display.layers.empty())
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continue;
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// TODO(Subv): Support more than 1 layer.
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ASSERT_MSG(display.layers.size() == 1, "Max 1 layer per display is supported");
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Layer& layer = display.layers[0];
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auto& buffer_queue = layer.buffer_queue;
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// Search for a queued buffer and acquire it
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auto buffer = buffer_queue->AcquireBuffer();
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if (buffer == boost::none) {
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// There was no queued buffer to draw, render previous frame
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VideoCore::g_renderer->SwapBuffers({});
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continue;
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}
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auto& igbp_buffer = buffer->igbp_buffer;
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// Now send the buffer to the GPU for drawing.
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auto nvdrv = Nvidia::nvdrv.lock();
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ASSERT(nvdrv);
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// TODO(Subv): Support more than just disp0. The display device selection is probably based
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// on which display we're drawing (Default, Internal, External, etc)
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auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>("/dev/nvdisp_disp0");
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ASSERT(nvdisp);
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nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format,
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igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride);
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buffer_queue->ReleaseBuffer(buffer->slot);
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}
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}
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Layer::Layer(u64 id, std::shared_ptr<BufferQueue> queue) : id(id), buffer_queue(std::move(queue)) {}
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Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
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vsync_event = Kernel::Event::Create(Kernel::ResetType::Pulse, "Display VSync Event");
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}
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} // namespace NVFlinger
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} // namespace Service
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <boost/optional.hpp>
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#include "core/hle/kernel/event.h"
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namespace CoreTiming {
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struct EventType;
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}
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namespace Service {
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namespace NVFlinger {
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class BufferQueue;
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struct Layer {
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Layer(u64 id, std::shared_ptr<BufferQueue> queue);
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~Layer() = default;
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u64 id;
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std::shared_ptr<BufferQueue> buffer_queue;
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};
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struct Display {
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Display(u64 id, std::string name);
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~Display() = default;
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u64 id;
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std::string name;
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std::vector<Layer> layers;
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Kernel::SharedPtr<Kernel::Event> vsync_event;
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};
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class NVFlinger final {
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public:
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NVFlinger();
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~NVFlinger();
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/// Opens the specified display and returns the id.
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u64 OpenDisplay(const std::string& name);
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/// Creates a layer on the specified display and returns the layer id.
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u64 CreateLayer(u64 display_id);
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/// Gets the buffer queue id of the specified layer in the specified display.
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u32 GetBufferQueueId(u64 display_id, u64 layer_id);
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/// Gets the vsync event for the specified display.
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Kernel::SharedPtr<Kernel::Event> GetVsyncEvent(u64 display_id);
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/// Obtains a buffer queue identified by the id.
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std::shared_ptr<BufferQueue> GetBufferQueue(u32 id) const;
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/// Performs a composition request to the emulated nvidia GPU and triggers the vsync events when
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/// finished.
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void Compose();
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private:
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/// Returns the display identified by the specified id.
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Display& GetDisplay(u64 display_id);
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/// Returns the layer identified by the specified id in the desired display.
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Layer& GetLayer(u64 display_id, u64 layer_id);
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std::vector<Display> displays;
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std::vector<std::shared_ptr<BufferQueue>> buffer_queues;
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/// Id to use for the next layer that is created, this counter is shared among all displays.
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u64 next_layer_id = 1;
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/// Id to use for the next buffer queue that is created, this counter is shared among all
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/// layers.
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u32 next_buffer_queue_id = 1;
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/// CoreTiming event that handles screen composition.
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CoreTiming::EventType* composition_event;
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};
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} // namespace NVFlinger
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} // namespace Service
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