suyu/src/core/hle/service/nvflinger/nvflinger.cpp

222 lines
7 KiB
C++
Raw Normal View History

// 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/kernel/writable_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/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) : 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 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;
}
Display* NVFlinger::FindDisplay(u64 display_id) {
const auto itr = std::find_if(displays.begin(), displays.end(),
[&](const Display& display) { return display.id == display_id; });
if (itr == displays.end()) {
return nullptr;
}
return &*itr;
}
const Display* NVFlinger::FindDisplay(u64 display_id) const {
const auto itr = std::find_if(displays.begin(), displays.end(),
[&](const Display& display) { return display.id == display_id; });
if (itr == displays.end()) {
return nullptr;
}
return &*itr;
}
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 Layer& layer) { return layer.id == layer_id; });
if (itr == display->layers.end()) {
return nullptr;
}
return &*itr;
}
const 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 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");
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);
}
}
Layer::Layer(u64 id, std::shared_ptr<BufferQueue> queue) : id(id), buffer_queue(std::move(queue)) {}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-10 21:20:52 -04:00
Layer::~Layer() = default;
Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
auto& kernel = Core::System::GetInstance().Kernel();
vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky,
fmt::format("Display VSync Event {}", id));
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-10 21:20:52 -04:00
Display::~Display() = default;
} // namespace Service::NVFlinger