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2022-10-06NVDRV: Implement QueryEvent.Fernando Sahmkow1-1/+13
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-03-19common: Reduce unused includesameerj1-0/+2
2021-05-04service: Resolve cases of member field shadowingLioncash1-1/+1
Now all that remains is for kernel code to be 'shadow-free' and then -Wshadow can be turned into an error.
2021-03-25nvdrv: Pass device fd and handle device create methods for device opening and closingChloe Marcec1-4/+8
We pass the fd to the ioctl as well as alert the device when it's opened or closed to allow for fd unique actions to take place
2020-12-29hle: service: nvdrv: Revert #4981 to remove usage of SleepClientThread.bunnei1-5/+3
- Note, this always processes the ioctl right away, which fixes BotW 1.0.0 issues.
2020-11-24nvservices: Reintroducee IoctlCtrlChloe Marcec1-3/+5
Fixes regression caused by #4907 which caused games like Breath of the Wild 1.0.0 not to boot.
2020-11-10core: Make nvservices more standardizedChloe Marcec1-35/+20
2020-06-10nvdrv: Fix GetTPCMasks for ioctl3David Marcec1-11/+7
Fixes animal crossing svcBreak on launch
2020-05-01nvdrv: Fix GetGpuTime stack corruptionDavid Marcec1-2/+3
IoctlGetGpuTime should be 16 bytes, not 8.
2019-09-19Initial implementation of Ioctl2 & Ioctl3David Marcec1-3/+5
Purpose of Ioctl2 and Ioctl3 is to prevent the passing of raw pointers through ioctls
2019-07-05NVServices: Styling, define constructors as explicit and correctionsFernando Sahmkow1-1/+1
2019-07-05NVServices: Correct CtrlEventWaitSync to block the ipc until timeout.Fernando Sahmkow1-1/+2
2019-07-05nv_services: Deglobalize NvServicesFernando Sahmkow1-1/+1
2018-11-21nvhost_ctrl_gpu: Implement IoctlGetGpuTime.bunnei1-0/+6
- Used by Undertale.
2018-09-11hle/service: Default constructors and destructors in the cpp file where applicableLioncash1-2/+2
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.
2018-06-06nvdrv/devices/nvidia_ctrl_gpu : add IoctlCommands with their params (#524)greggameplayer1-0/+31
* add IoctlCommands with their params in nvidia_ctrl_gpu.h * add function related to the changes done previously * fix clang-format * delete trailing whitespace * correct mistake
2018-05-25Stubbed NVGPU_GPU_IOCTL_ZBC_SET_TABLE (#463)David1-0/+11
We have no clue on what this actually does yet so stubbing it since it's just input only should be fine for now
2018-05-11More accurate GetTPCMasks implDavid Marcec1-1/+1
2018-04-20service: Use nested namespace specifiers where applicableLioncash1-6/+3
Tidies up namespace declarations
2018-02-06Extra nvdrv support (#162)David1-0/+130
* FinishInitalize needed for 3.0.1+ games * nvdrv:s and nvdrv:t both use NVDRV * Most settings return 0 on hardware, disabled NV_MEMORY_PROFILER for now. NVN_THROUGH_OPENGL & NVRM_GPU_PREVENT_USE are a few interesting settings to look at. Carefully choosing settings can help with drawing graphics later on * Initial /dev/nvhost-gpu support * ZCullBind * Stubbed SetErrorNotifier * Fixed SetErrorNotifier log, Added SetChannelPriority * Allocate GPFIFO Ex2, Allocate Obj Ctx, Submit GPFIFO * oops * Fixed up naming/structs/enums. Used vector instead of array for "gpfifo_entry" * Added missing fixes * /dev/nvhost-ctrl-gpu * unneeded struct * Forgot u32 in enum class * Automatic descriptor swapping for ioctls, fixed nvgpu_gpu_get_tpc_masks_args being incorrect size * nvdrv#QueryEvent * Renamed logs for nvdrv * Refactor ioctl so nv_result isn't needed * /dev/nvhost-as-gpu * Fixed Log service naming, CtxObjects now u32, renamed all structs, added static_asserts to structs, used INSERT_PADDING_WORDS instead of u32s * nvdevices now uses "Ioctl" union, * IoctlGpfifoEntry now uses bit field * final changes