Commit message (Collapse) | Author | Files | Lines | ||
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2018-04-03 | vi: Implement GetDisplayResolution. | bunnei | 1 | -0/+7 | |
2018-03-21 | Service/vi: convert services to module | mailwl | 1 | -22/+12 | |
2018-02-07 | Service: stub some functions in am, audio, time, vi services | mailwl | 1 | -0/+1 | |
2018-01-22 | Services: Vi shouldn't be responsible for creating nvflinger. | Subv | 1 | -1/+2 | |
It is now created during Service initialization and passed to all the services that need it. | |||||
2018-01-22 | VI: Move BufferQueue and NVFlinger to their own folder/namespace. | Subv | 1 | -127/+3 | |
2018-01-21 | VI: Implement the Query transaction of IHOSBinderDriver, and stubbed some results. | Subv | 1 | -0/+7 | |
2018-01-17 | VI: Stubbed GetNativeHandle, Create/DestroyStrayLayer and CloseDisplay | Subv | 1 | -0/+9 | |
2018-01-13 | yuzu: Update license text to be consistent across project. | bunnei | 1 | -1/+1 | |
2018-01-11 | vi: Use new CoreTiming::EventType | bunnei | 1 | -1/+5 | |
2018-01-11 | NV: Expose the nvdisp_disp0 device and a weak reference to the nvdrv:a service. | Subv | 1 | -1/+2 | |
NVFlinger will call into the nvdisp_disp0 device to perform screen flips, bypassing the ioctl interface. We now have the address of the framebuffer to draw, we just need to actually put it on the screen. | |||||
2018-01-11 | NV: Determine what buffer to draw for each layer of each display. | Subv | 1 | -8/+11 | |
Don't try to draw buffers that the guest application is using, only queued buffers are eligible for drawing. Drawing actual pixels is still not implemented. | |||||
2018-01-11 | NV: Signal all display's vsync event 60 times per second. | Subv | 1 | -1/+8 | |
2018-01-11 | NV: Give each display its own vsync event. | Subv | 1 | -4/+12 | |
2018-01-11 | NV: Keep track of Displays, Layers and BufferQueues in nvflinger. | Subv | 1 | -1/+97 | |
2018-01-11 | NV: Implemented (with stubs) the vi:m service and some of its subservices. | Subv | 1 | -0/+34 | |
The homebrew display test application now properly writes graphics data to the graphics buffer but we still don't have a way to compose the display layers. |