forked from eden-emu/eden
		
	
		
			
				
	
	
		
			222 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			222 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // 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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| 
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| #include <algorithm>
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| #include <optional>
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| 
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| #include "common/assert.h"
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| #include "common/logging/log.h"
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| #include "common/microprofile.h"
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| #include "common/scope_exit.h"
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| #include "core/core.h"
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| #include "core/core_timing.h"
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| #include "core/core_timing_util.h"
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| #include "core/hle/kernel/kernel.h"
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| #include "core/hle/kernel/readable_event.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 "core/hle/service/vi/display/vi_display.h"
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| #include "core/hle/service/vi/layer/vi_layer.h"
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| #include "core/perf_stats.h"
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| #include "core/settings.h"
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| #include "video_core/renderer_base.h"
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| 
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| namespace Service::NVFlinger {
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| 
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| constexpr s64 frame_ticks = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 60);
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| constexpr s64 frame_ticks_30fps = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 30);
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| 
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| NVFlinger::NVFlinger(Core::System& system) : system(system) {
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|     displays.emplace_back(0, "Default", system);
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|     displays.emplace_back(1, "External", system);
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|     displays.emplace_back(2, "Edid", system);
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|     displays.emplace_back(3, "Internal", system);
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|     displays.emplace_back(4, "Null", system);
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| 
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|     // Schedule the screen composition events
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|     composition_event = system.CoreTiming().RegisterEvent(
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|         "ScreenComposition", [this](u64 userdata, s64 cycles_late) {
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|             Compose();
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|             const auto ticks =
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|                 Settings::values.force_30fps_mode ? frame_ticks_30fps : GetNextTicks();
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|             this->system.CoreTiming().ScheduleEvent(std::max<s64>(0LL, ticks - cycles_late),
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|                                                     composition_event);
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|         });
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| 
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|     system.CoreTiming().ScheduleEvent(frame_ticks, composition_event);
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| }
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| 
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| NVFlinger::~NVFlinger() {
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|     system.CoreTiming().UnscheduleEvent(composition_event, 0);
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| }
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| 
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| void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
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|     nvdrv = std::move(instance);
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| }
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| 
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| std::optional<u64> NVFlinger::OpenDisplay(std::string_view name) {
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|     LOG_DEBUG(Service, "Opening \"{}\" display", name);
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| 
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|     // TODO(Subv): Currently we only support the Default display.
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|     ASSERT(name == "Default");
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| 
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|     const auto itr =
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|         std::find_if(displays.begin(), displays.end(),
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|                      [&](const VI::Display& display) { return display.GetName() == name; });
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| 
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|     if (itr == displays.end()) {
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|         return {};
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|     }
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| 
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|     return itr->GetID();
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| }
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| 
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| std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
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|     auto* const display = FindDisplay(display_id);
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| 
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|     if (display == nullptr) {
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|         return {};
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|     }
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| 
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|     const u64 layer_id = next_layer_id++;
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|     const u32 buffer_queue_id = next_buffer_queue_id++;
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|     buffer_queues.emplace_back(buffer_queue_id, layer_id);
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|     display->CreateLayer(layer_id, buffer_queues.back());
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|     return layer_id;
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| }
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| 
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| std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) const {
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|     const auto* const layer = FindLayer(display_id, layer_id);
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| 
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|     if (layer == nullptr) {
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|         return {};
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|     }
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| 
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|     return layer->GetBufferQueue().GetId();
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| }
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| 
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| Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::FindVsyncEvent(u64 display_id) const {
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|     auto* const display = FindDisplay(display_id);
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| 
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|     if (display == nullptr) {
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|         return nullptr;
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|     }
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| 
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|     return display->GetVSyncEvent();
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| }
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| 
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| BufferQueue& NVFlinger::FindBufferQueue(u32 id) {
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|     const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
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|                                   [id](const auto& queue) { return queue.GetId() == id; });
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| 
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|     ASSERT(itr != buffer_queues.end());
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|     return *itr;
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| }
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| 
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| const BufferQueue& NVFlinger::FindBufferQueue(u32 id) const {
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|     const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
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|                                   [id](const auto& queue) { return queue.GetId() == id; });
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| 
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|     ASSERT(itr != buffer_queues.end());
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|     return *itr;
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| }
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| 
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| VI::Display* NVFlinger::FindDisplay(u64 display_id) {
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|     const auto itr =
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|         std::find_if(displays.begin(), displays.end(),
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|                      [&](const VI::Display& display) { return display.GetID() == display_id; });
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| 
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|     if (itr == displays.end()) {
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|         return nullptr;
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|     }
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| 
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|     return &*itr;
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| }
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| 
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| const VI::Display* NVFlinger::FindDisplay(u64 display_id) const {
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|     const auto itr =
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|         std::find_if(displays.begin(), displays.end(),
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|                      [&](const VI::Display& display) { return display.GetID() == display_id; });
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| 
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|     if (itr == displays.end()) {
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|         return nullptr;
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|     }
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| 
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|     return &*itr;
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| }
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| 
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| VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
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|     auto* const display = FindDisplay(display_id);
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| 
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|     if (display == nullptr) {
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|         return nullptr;
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|     }
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| 
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|     return display->FindLayer(layer_id);
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| }
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| 
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| const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
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|     const auto* const display = FindDisplay(display_id);
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| 
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|     if (display == nullptr) {
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|         return nullptr;
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|     }
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| 
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|     return display->FindLayer(layer_id);
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| }
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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.SignalVSyncEvent(); });
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| 
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|         // Don't do anything for displays without layers.
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|         if (!display.HasLayers())
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|             continue;
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| 
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|         // TODO(Subv): Support more than 1 layer.
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|         VI::Layer& layer = display.GetLayer(0);
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|         auto& buffer_queue = layer.GetBufferQueue();
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| 
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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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| 
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|         MicroProfileFlip();
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| 
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|         if (!buffer) {
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|             continue;
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|         }
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| 
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|         const auto& igbp_buffer = buffer->get().igbp_buffer;
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| 
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|         const auto& gpu = system.GPU();
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|         const auto& multi_fence = buffer->get().multi_fence;
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|         for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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|             const auto& fence = multi_fence.fences[fence_id];
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|             gpu.WaitFence(fence.id, fence.value);
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|         }
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| 
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|         // Now send the buffer to the GPU for drawing.
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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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| 
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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->get().transform, buffer->get().crop_rect);
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| 
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|         swap_interval = buffer->get().swap_interval;
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|         buffer_queue.ReleaseBuffer(buffer->get().slot);
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|     }
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| }
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| 
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| s64 NVFlinger::GetNextTicks() const {
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|     constexpr s64 max_hertz = 120LL;
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|     return (Core::Timing::BASE_CLOCK_RATE * (1LL << swap_interval)) / max_hertz;
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| }
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| 
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| } // namespace Service::NVFlinger
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