// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "common/logging/log.h"
#include "core/core.h"
#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
#include "core/hle/service/nvdrv/devices/nvmap.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
namespace Service {
namespace Nvidia {
namespace Devices {
u32 nvdisp_disp0::ioctl(Ioctl command, const std::vector<u8>& input, std::vector<u8>& output) {
UNIMPLEMENTED();
return 0;
}
void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u32 height,
u32 stride, NVFlinger::BufferQueue::BufferTransformFlags transform) {
VAddr addr = nvmap_dev->GetObjectAddress(buffer_handle);
LOG_WARNING(Service,
"Drawing from address %lx offset %08X Width %u Height %u Stride %u Format %u", addr,
offset, width, height, stride, format);
using PixelFormat = Tegra::FramebufferConfig::PixelFormat;
using Flags = NVFlinger::BufferQueue::BufferTransformFlags;
const bool flip_vertical = static_cast<u32>(transform) & static_cast<u32>(Flags::FlipV);
const Tegra::FramebufferConfig framebuffer{
addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
Core::System::GetInstance().perf_stats.EndGameFrame();
// TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is written
// to, not every frame. When we find the right place for this, the below line can be removed.
Memory::RasterizerFlushVirtualRegion(framebuffer.address,
framebuffer.width * framebuffer.height * 4,
Memory::FlushMode::FlushAndInvalidate);
VideoCore::g_renderer->SwapBuffers(framebuffer);
}
} // namespace Devices
} // namespace Nvidia
} // namespace Service