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d378d98e26
Rather than use global state, we can simply pass the instance into the NVFlinger instance directly.
95 lines
2.5 KiB
C++
95 lines
2.5 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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#pragma once
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#include <memory>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "common/common_types.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::Nvidia {
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class Module;
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}
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namespace Service::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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/// Sets the NVDrv module instance to use to send buffers to the GPU.
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void SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance);
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/// Opens the specified display and returns the id.
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u64 OpenDisplay(std::string_view 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::shared_ptr<Nvidia::Module> nvdrv;
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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 Service::NVFlinger
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