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1d11def9c4
This more accurately describes what the function is actually attempting to do (it's not a simple trivial getter).
167 lines
5.8 KiB
C++
167 lines
5.8 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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#include <algorithm>
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#include <optional>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/core_timing_util.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/readable_event.h"
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#include "core/hle/kernel/writable_event.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.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/nvflinger/nvflinger.h"
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#include "core/perf_stats.h"
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#include "video_core/renderer_base.h"
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namespace Service::NVFlinger {
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constexpr std::size_t SCREEN_REFRESH_RATE = 60;
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constexpr u64 frame_ticks = static_cast<u64>(CoreTiming::BASE_CLOCK_RATE / SCREEN_REFRESH_RATE);
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NVFlinger::NVFlinger() {
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// Schedule the screen composition events
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composition_event =
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CoreTiming::RegisterEvent("ScreenComposition", [this](u64 userdata, int cycles_late) {
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Compose();
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CoreTiming::ScheduleEvent(frame_ticks - cycles_late, composition_event);
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});
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CoreTiming::ScheduleEvent(frame_ticks, composition_event);
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}
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NVFlinger::~NVFlinger() {
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CoreTiming::UnscheduleEvent(composition_event, 0);
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}
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void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
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nvdrv = std::move(instance);
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}
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u64 NVFlinger::OpenDisplay(std::string_view name) {
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LOG_DEBUG(Service, "Opening \"{}\" display", name);
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// TODO(Subv): Currently we only support the Default display.
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ASSERT(name == "Default");
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const auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.name == name; });
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ASSERT(itr != displays.end());
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return itr->id;
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}
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u64 NVFlinger::CreateLayer(u64 display_id) {
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auto& display = FindDisplay(display_id);
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ASSERT_MSG(display.layers.empty(), "Only one layer is supported per display at the moment");
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const u64 layer_id = next_layer_id++;
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const u32 buffer_queue_id = next_buffer_queue_id++;
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auto buffer_queue = std::make_shared<BufferQueue>(buffer_queue_id, layer_id);
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display.layers.emplace_back(layer_id, buffer_queue);
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buffer_queues.emplace_back(std::move(buffer_queue));
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return layer_id;
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}
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u32 NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) {
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const auto& layer = FindLayer(display_id, layer_id);
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return layer.buffer_queue->GetId();
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}
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Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::GetVsyncEvent(u64 display_id) {
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return FindDisplay(display_id).vsync_event.readable;
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}
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std::shared_ptr<BufferQueue> NVFlinger::FindBufferQueue(u32 id) const {
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const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
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[&](const auto& queue) { return queue->GetId() == id; });
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ASSERT(itr != buffer_queues.end());
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return *itr;
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}
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Display& NVFlinger::FindDisplay(u64 display_id) {
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const auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.id == display_id; });
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ASSERT(itr != displays.end());
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return *itr;
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}
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Layer& NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
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auto& display = FindDisplay(display_id);
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const auto itr = std::find_if(display.layers.begin(), display.layers.end(),
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[&](const Layer& layer) { return layer.id == layer_id; });
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ASSERT(itr != display.layers.end());
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return *itr;
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}
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void NVFlinger::Compose() {
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for (auto& display : displays) {
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// Trigger vsync for this display at the end of drawing
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SCOPE_EXIT({ display.vsync_event.writable->Signal(); });
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// Don't do anything for displays without layers.
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if (display.layers.empty())
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continue;
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// TODO(Subv): Support more than 1 layer.
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ASSERT_MSG(display.layers.size() == 1, "Max 1 layer per display is supported");
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Layer& layer = display.layers[0];
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auto& buffer_queue = layer.buffer_queue;
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// Search for a queued buffer and acquire it
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auto buffer = buffer_queue->AcquireBuffer();
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MicroProfileFlip();
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if (!buffer) {
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auto& system_instance = Core::System::GetInstance();
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// There was no queued buffer to draw, render previous frame
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system_instance.GetPerfStats().EndGameFrame();
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system_instance.Renderer().SwapBuffers({});
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continue;
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}
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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// Now send the buffer to the GPU for drawing.
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// TODO(Subv): Support more than just disp0. The display device selection is probably based
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// on which display we're drawing (Default, Internal, External, etc)
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auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>("/dev/nvdisp_disp0");
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ASSERT(nvdisp);
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nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format,
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igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride,
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buffer->get().transform, buffer->get().crop_rect);
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buffer_queue->ReleaseBuffer(buffer->get().slot);
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}
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}
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Layer::Layer(u64 id, std::shared_ptr<BufferQueue> queue) : id(id), buffer_queue(std::move(queue)) {}
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Layer::~Layer() = default;
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Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
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auto& kernel = Core::System::GetInstance().Kernel();
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vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky,
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fmt::format("Display VSync Event {}", id));
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}
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Display::~Display() = default;
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} // namespace Service::NVFlinger
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