suyu/src/core/hle/service/nvflinger/nvflinger.cpp
Lioncash 8d5d369b54 service/nvflinger: Relocate definitions of Layer and Display to the vi service
These are more closely related to the vi service as opposed to the
intermediary nvflinger.

This also places them in their relevant subfolder, as future changes to
these will likely result in subclassing to represent various displays
and services, as they're done within the service itself on hardware.

The reasoning for prefixing the display and layer source files is to
avoid potential clashing if two files with the same name are compiled
(e.g. if 'display.cpp/.h' or 'layer.cpp/.h' is added to another service
at any point), which MSVC will actually warn against. This prevents that
case from occurring.

This also presently coverts the std::array introduced within
f45c25aaba back to a std::vector to allow
the forward declaration of the Display type. Forward declaring a type
within a std::vector is allowed since the introduction of N4510
(http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4510.html) by
Zhihao Yuan.
2019-02-19 18:27:16 -05:00

215 lines
6.7 KiB
C++

// 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)
: displays{{0, "Default"}, {1, "External"}, {2, "Edid"}, {3, "Internal"}, {4, "Null"}},
core_timing{core_timing} {
// 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.name == name; });
if (itr == displays.end()) {
return {};
}
return itr->id;
}
std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
auto* const display = FindDisplay(display_id);
if (display == nullptr) {
return {};
}
ASSERT_MSG(display->layers.empty(), "Only one layer is supported per display at the moment");
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->layers.emplace_back(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->buffer_queue->GetId();
}
Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::FindVsyncEvent(u64 display_id) const {
auto* const display = FindDisplay(display_id);
if (display == nullptr) {
return nullptr;
}
return display->vsync_event.readable;
}
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.id == 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.id == 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;
}
const auto itr = std::find_if(display->layers.begin(), display->layers.end(),
[&](const VI::Layer& layer) { return layer.id == layer_id; });
if (itr == display->layers.end()) {
return nullptr;
}
return &*itr;
}
const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
const auto* const display = FindDisplay(display_id);
if (display == nullptr) {
return nullptr;
}
const auto itr = std::find_if(display->layers.begin(), display->layers.end(),
[&](const VI::Layer& layer) { return layer.id == layer_id; });
if (itr == display->layers.end()) {
return nullptr;
}
return &*itr;
}
void NVFlinger::Compose() {
for (auto& display : displays) {
// Trigger vsync for this display at the end of drawing
SCOPE_EXIT({ display.vsync_event.writable->Signal(); });
// Don't do anything for displays without layers.
if (display.layers.empty())
continue;
// TODO(Subv): Support more than 1 layer.
ASSERT_MSG(display.layers.size() == 1, "Max 1 layer per display is supported");
VI::Layer& layer = display.layers[0];
auto& buffer_queue = layer.buffer_queue;
// 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