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https://github.com/starr-dusT/yuzu-mainline
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fa4dc2cf42
With the display and layer structures relocated to the vi service, we can begin giving these a proper interface before beginning to properly support the display types. This converts the display struct into a class and provides it with the necessary functions to preserve behavior within the NVFlinger class.
203 lines
6.2 KiB
C++
203 lines
6.2 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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#include <algorithm>
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#include <optional>
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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 "video_core/renderer_base.h"
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namespace Service::NVFlinger {
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constexpr std::size_t SCREEN_REFRESH_RATE = 60;
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constexpr u64 frame_ticks = static_cast<u64>(Core::Timing::BASE_CLOCK_RATE / SCREEN_REFRESH_RATE);
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NVFlinger::NVFlinger(Core::Timing::CoreTiming& core_timing) : core_timing{core_timing} {
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displays.emplace_back(0, "Default");
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displays.emplace_back(1, "External");
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displays.emplace_back(2, "Edid");
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displays.emplace_back(3, "Internal");
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displays.emplace_back(4, "Null");
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// Schedule the screen composition events
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composition_event =
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core_timing.RegisterEvent("ScreenComposition", [this](u64 userdata, int cycles_late) {
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Compose();
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this->core_timing.ScheduleEvent(frame_ticks - cycles_late, composition_event);
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});
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core_timing.ScheduleEvent(frame_ticks, composition_event);
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}
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NVFlinger::~NVFlinger() {
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core_timing.UnscheduleEvent(composition_event, 0);
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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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std::optional<u64> NVFlinger::OpenDisplay(std::string_view name) {
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LOG_DEBUG(Service, "Opening \"{}\" display", name);
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// TODO(Subv): Currently we only support the Default display.
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ASSERT(name == "Default");
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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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if (itr == displays.end()) {
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return {};
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}
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return itr->GetID();
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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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if (display == nullptr) {
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return {};
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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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auto buffer_queue = std::make_shared<BufferQueue>(buffer_queue_id, layer_id);
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display->CreateLayer(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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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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if (layer == nullptr) {
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return {};
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}
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return layer->buffer_queue->GetId();
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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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if (display == nullptr) {
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return nullptr;
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}
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return display->GetVSyncEvent();
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}
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std::shared_ptr<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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[&](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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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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if (itr == displays.end()) {
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return nullptr;
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}
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return &*itr;
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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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if (itr == displays.end()) {
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return nullptr;
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}
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return &*itr;
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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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if (display == nullptr) {
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return nullptr;
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}
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return display->FindLayer(layer_id);
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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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if (display == nullptr) {
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return nullptr;
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}
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return display->FindLayer(layer_id);
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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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// Don't do anything for displays without layers.
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if (!display.HasLayers())
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continue;
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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.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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MicroProfileFlip();
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if (!buffer) {
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auto& system_instance = Core::System::GetInstance();
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// There was no queued buffer to draw, render previous frame
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system_instance.GetPerfStats().EndGameFrame();
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system_instance.Renderer().SwapBuffers({});
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continue;
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}
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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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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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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buffer_queue->ReleaseBuffer(buffer->get().slot);
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}
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}
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} // namespace Service::NVFlinger
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