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2018-01-17NV: Move the nvdrv classes into the Nvidia namespace, and move the functionality to a s single module that services call.Subv1-3/+3
2018-01-17VI: Stubbed GetNativeHandle, Create/DestroyStrayLayer and CloseDisplaySubv2-3/+85
2018-01-15vi: Add IManagerDisplayService::CloseDisplay functionbsaleil1-0/+10
2018-01-15renderer: Render previous frame when no new one is available.bunnei1-1/+4
2018-01-13yuzu: Update license text to be consistent across project.bunnei4-4/+4
2018-01-12core: Include <algorithm> where used.bunnei1-0/+2
2018-01-11NV: Move the nv device nodes to their own directory and namespace.Subv1-1/+2
2018-01-11VI: Use a Pulse event instead of OneShot for the vblank events.Subv1-1/+1
This prevents missing frames if the vblank fires between the DequeueBuffer and Wait(vsync) calls
2018-01-11vi: Use new CoreTiming::EventTypebunnei1-1/+5
2018-01-11NV: Expose the nvdisp_disp0 device and a weak reference to the nvdrv:a service.Subv2-2/+16
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.
2018-01-11NV: Determine what buffer to draw for each layer of each display.Subv2-13/+58
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.
2018-01-11NV: Signal all display's vsync event 60 times per second.Subv2-1/+32
2018-01-11NV: Give each display its own vsync event.Subv2-12/+29
2018-01-11NV: Keep track of Displays, Layers and BufferQueues in nvflinger.Subv4-41/+261
2018-01-11NV: Implemented (with stubs) the vi:m service and some of its subservices.Subv4-0/+714
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.