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Vi: Properly write the BufferProducerFence object in the DequeueBuffer response parcel.
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parent
db873a232c
commit
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2 changed files with 28 additions and 18 deletions
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@ -17,6 +17,13 @@ namespace Devices {
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class nvdevice;
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}
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struct IoctlFence {
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u32 id;
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u32 value;
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};
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static_assert(sizeof(IoctlFence) == 8, "IoctlFence has wrong size");
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class Module final {
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public:
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Module();
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@ -8,6 +8,7 @@
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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/ipc_helpers.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/vi/vi.h"
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#include "core/hle/service/vi/vi_m.h"
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@ -86,6 +87,15 @@ public:
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write_index = Common::AlignUp(write_index, 4);
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}
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template <typename T>
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void WriteObject(const T& val) {
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u32_le size = static_cast<u32>(sizeof(val));
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Write(size);
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// TODO(Subv): Support file descriptors.
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Write<u32_le>(0); // Fd count.
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Write(val);
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}
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void Deserialize() {
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Header header{};
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std::memcpy(&header, buffer.data(), sizeof(Header));
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@ -262,10 +272,11 @@ public:
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Data data;
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};
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// TODO(bunnei): Remove this. When set to 1, games will think a fence is valid and boot further.
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// This will break libnx and potentially other apps that more stringently check this. This is here
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// purely as a convenience, and should go away once we implement fences.
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static constexpr u32 FENCE_HACK = 0;
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struct BufferProducerFence {
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u32 is_valid;
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std::array<Nvidia::IoctlFence, 4> fences;
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};
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static_assert(sizeof(BufferProducerFence) == 36, "BufferProducerFence has wrong size");
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class IGBPDequeueBufferResponseParcel : public Parcel {
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public:
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@ -274,20 +285,12 @@ public:
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protected:
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void SerializeData() override {
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// TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx.
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Write<u32>(0);
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Write<u32>(FENCE_HACK);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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// TODO(Subv): Find out how this Fence is used.
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BufferProducerFence fence = {};
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Write(slot);
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WriteObject(fence);
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Write<u32_le>(0);
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}
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u32_le slot;
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