2018-01-22 11:54:58 -05:00
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// 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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2020-05-29 15:00:17 -04:00
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <thread>
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#include <vector>
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#include "common/common_types.h"
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#include "core/hle/kernel/object.h"
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namespace Common {
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class Event;
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} // namespace Common
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namespace Core::Timing {
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class CoreTiming;
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struct EventType;
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} // namespace Core::Timing
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namespace Kernel {
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class ReadableEvent;
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class WritableEvent;
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} // namespace Kernel
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namespace Service::Nvidia {
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class Module;
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} // namespace Service::Nvidia
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namespace Service::VI {
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class Display;
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class Layer;
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} // namespace Service::VI
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namespace Service::NVFlinger {
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class BufferQueue;
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class NVFlinger final {
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public:
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explicit NVFlinger(Core::System& system);
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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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///
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/// If an invalid display name is provided, then an empty optional is returned.
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std::optional<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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///
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/// If an invalid display ID is specified, then an empty optional is returned.
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std::optional<u64> CreateLayer(u64 display_id);
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/// Closes a layer on all displays for the given layer ID.
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void CloseLayer(u64 layer_id);
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/// Finds the buffer queue ID of the specified layer in the specified display.
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///
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/// If an invalid display ID or layer ID is provided, then an empty optional is returned.
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std::optional<u32> FindBufferQueueId(u64 display_id, u64 layer_id) const;
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/// Gets the vsync event for the specified display.
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///
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/// If an invalid display ID is provided, then nullptr is returned.
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std::shared_ptr<Kernel::ReadableEvent> FindVsyncEvent(u64 display_id) const;
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/// Obtains a buffer queue identified by the ID.
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BufferQueue& FindBufferQueue(u32 id);
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/// Obtains a buffer queue identified by the ID.
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const BufferQueue& FindBufferQueue(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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s64 GetNextTicks() const;
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std::unique_lock<std::mutex> Lock() const {
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return std::unique_lock{*guard};
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}
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private:
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/// Finds the display identified by the specified ID.
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VI::Display* FindDisplay(u64 display_id);
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/// Finds the display identified by the specified ID.
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const VI::Display* FindDisplay(u64 display_id) const;
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/// Finds the layer identified by the specified ID in the desired display.
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VI::Layer* FindLayer(u64 display_id, u64 layer_id);
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/// Finds the layer identified by the specified ID in the desired display.
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const VI::Layer* FindLayer(u64 display_id, u64 layer_id) const;
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static void VSyncThread(NVFlinger& nv_flinger);
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void SplitVSync();
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std::shared_ptr<Nvidia::Module> nvdrv;
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std::vector<VI::Display> displays;
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std::vector<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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u32 swap_interval = 1;
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/// Event that handles screen composition.
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std::shared_ptr<Core::Timing::EventType> composition_event;
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std::shared_ptr<std::mutex> guard;
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Core::System& system;
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std::unique_ptr<std::thread> vsync_thread;
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std::unique_ptr<Common::Event> wait_event;
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std::atomic<bool> is_running{};
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};
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} // namespace Service::NVFlinger
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